CTimerEntity::ResetTimer
0x006e84f0 · 125 bytes · __thiscall
_ZN12CTimerEntity10ResetTimerEv.part.31
Decompiled
undefined (1 param)
/* CTimerEntity::ResetTimer() [clone .part.31] */
void __thiscall CTimerEntity::ResetTimer(CTimerEntity *this)
{
CBaseEntity *in_EAX;
longdouble lVar1;
float fVar2;
if (*(int *)(in_EAX + 0x494) == 0) {
fVar2 = *(float *)(in_EAX + 0x48c);
}
else {
lVar1 = (longdouble)
(**(code **)(*random_valve + 4))
(random_valve,*(undefined4 *)(in_EAX + 0x498),*(undefined4 *)(in_EAX + 0x49c))
;
fVar2 = (float)lVar1;
*(float *)(in_EAX + 0x48c) = fVar2;
}
CBaseEntity::SetNextThink(in_EAX,fVar2 + *(float *)(gpGlobals + 0xc),(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.