L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)