L L4D2node

CTimerEntity::Spawn

0x006e8630 · 114 bytes · __thiscall

_ZN12CTimerEntity5SpawnEv

Decompiled

undefined (1 param)

/* CTimerEntity::Spawn() */

void __thiscall CTimerEntity::Spawn(CTimerEntity *this)

{
  if ((*(int *)(this + 0x494) == 0) &&
     (*(float *)(this + 0x48c) <= 0.01 && *(float *)(this + 0x48c) != 0.01)) {
    *(undefined4 *)(this + 0x48c) = 0x3c23d70a;
  }
  if ((*(int *)(this + 0x488) == 0) &&
     ((0.0 < *(float *)(this + 0x48c) || (*(int *)(this + 0x494) != 0)))) {
    ResetTimer(this);
    return;
  }
  *(undefined4 *)(this + 0x488) = 1;
  CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(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)