L L4D2node

CTimerEntity::InputSubtractFromTimer

0x006e8390 · 148 bytes · __thiscall

_ZN12CTimerEntity22InputSubtractFromTimerER11inputdata_t

Decompiled

undefined (2 params)

/* CTimerEntity::InputSubtractFromTimer(inputdata_t&) */

void __thiscall CTimerEntity::InputSubtractFromTimer(CTimerEntity *this,inputdata_t *param_1)

{
  longdouble lVar1;
  float fVar2;
  
  if (*(int *)(this + 0x488) == 0) {
    lVar1 = (longdouble)CBaseEntity::GetNextThink((CBaseEntity *)this,(char *)0x0);
    fVar2 = *(float *)(param_1 + 8);
    if (*(int *)(param_1 + 0x18) != 1) {
      fVar2 = 0.0;
    }
    if (fVar2 < (float)lVar1 - *(float *)(gpGlobals + 0xc)) {
      CBaseEntity::SetNextThink((CBaseEntity *)this,(float)lVar1 - fVar2,(char *)0x0);
      return;
    }
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(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)