CTimerEntity::InputAddToTimer
0x006e8320 · 99 bytes · __thiscall
_ZN12CTimerEntity15InputAddToTimerER11inputdata_t
Decompiled
undefined (2 params)
/* CTimerEntity::InputAddToTimer(inputdata_t&) */
void __thiscall CTimerEntity::InputAddToTimer(CTimerEntity *this,inputdata_t *param_1)
{
longdouble lVar1;
float fVar2;
if (*(int *)(this + 0x488) != 0) {
return;
}
lVar1 = (longdouble)CBaseEntity::GetNextThink((CBaseEntity *)this,(char *)0x0);
fVar2 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
fVar2 = 0.0;
}
CBaseEntity::SetNextThink((CBaseEntity *)this,fVar2 + (float)lVar1,(char *)0x0);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.