CTimerEntity::FireTimer
0x006e86b0 · 140 bytes · __regparm1
_ZN12CTimerEntity9FireTimerEv.part.35
Decompiled
undefined (0 params)
/* CTimerEntity::FireTimer() [clone .part.35] */
void __regparm1 CTimerEntity::FireTimer(void)
{
CBaseEntity *in_EAX;
CTimerEntity *in_stack_00000004;
if (((byte)in_EAX[0x148] & 1) == 0) {
COutputEvent::FireOutput((COutputEvent *)(in_EAX + 0x440),in_EAX,in_EAX,0.0);
}
else {
if (in_EAX[0x490] == (CBaseEntity)0x0) {
COutputEvent::FireOutput((COutputEvent *)(in_EAX + 0x470),in_EAX,in_EAX,0.0);
}
else {
COutputEvent::FireOutput((COutputEvent *)(in_EAX + 0x458),in_EAX,in_EAX,0.0);
}
in_EAX[0x490] = (CBaseEntity)((byte)in_EAX[0x490] ^ 1);
}
if (*(int *)(in_EAX + 0x488) != 0) {
return;
}
ResetTimer(in_stack_00000004);
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.