L L4D2node

CBasePlayer::GetDelayTicks

0x007a84c0 · 87 bytes · __thiscall

_ZN11CBasePlayer13GetDelayTicksEv

Decompiled

undefined (1 param)

/* CBasePlayer::GetDelayTicks() */

int __thiscall CBasePlayer::GetDelayTicks(CBasePlayer *this)

{
  if (*(float *)(gpGlobals + 0xc) <= *(float *)(this + 0x1db4) &&
      *(float *)(this + 0x1db4) != *(float *)(gpGlobals + 0xc)) {
    return (int)(*(float *)(this + 0x1db0) / *(float *)(gpGlobals + 0x1c) + 0.5);
  }
  if (0.0 < *(float *)(this + 0x1db0)) {
    (**(code **)(*(int *)this + 0x688))(this);
    return 0;
  }
  return 0;
}

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)