L L4D2node

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 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)