L L4D2node

CBasePlayer::DetermineSimulationTicks

0x007ad610 · 54 bytes · __thiscall

_ZN11CBasePlayer24DetermineSimulationTicksEv

Decompiled

undefined (1 param)

/* CBasePlayer::DetermineSimulationTicks() */

int __thiscall CBasePlayer::DetermineSimulationTicks(CBasePlayer *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar1 = 0;
  if (0 < *(int *)(this + 0x1dcc)) {
    iVar2 = 0;
    do {
      iVar3 = iVar2 + 1;
      iVar1 = iVar1 + *(int *)(*(int *)(this + 0x1dc0) + 0x14 + iVar2 * 0x24) +
              *(int *)(*(int *)(this + 0x1dc0) + 0x1c + iVar2 * 0x24);
      iVar2 = iVar3;
    } while (iVar3 != *(int *)(this + 0x1dcc));
  }
  return iVar1;
}

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)