L L4D2node

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 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)