L L4D2node

CBasePlayer::AdjustPlayerTimeBase

0x007bbad0 · 421 bytes · __thiscall

_ZN11CBasePlayer20AdjustPlayerTimeBaseEi

Decompiled

undefined (2 params)

/* CBasePlayer::AdjustPlayerTimeBase(int) */

void __thiscall CBasePlayer::AdjustPlayerTimeBase(CBasePlayer *this,int param_1)

{
  ushort uVar1;
  CBaseEdict *this_00;
  undefined4 uVar2;
  uint uVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  float fVar8;
  
  if (param_1 < 0) {
    return;
  }
  iVar6 = 0;
  if (0 < *(int *)(sv_playerperfhistorycount._28_4_ + 0x30)) {
    if (*(int *)(sv_playerperfhistorycount._28_4_ + 0x30) < (int)(uint)*(ushort *)(this + 0x22fa)) {
      do {
        uVar1 = *(ushort *)(this + 0x22f4);
        CUtlLinkedList<CPlayerSimInfo,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CPlayerSimInfo,unsigned_short>,unsigned_short>>
        ::Unlink((CUtlLinkedList<CPlayerSimInfo,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CPlayerSimInfo,unsigned_short>,unsigned_short>>
                  *)(this + 0x22e8),uVar1);
        *(undefined2 *)(*(int *)(this + 0x22e8) + (uint)uVar1 * 0x28 + 0x26) =
             *(undefined2 *)(this + 0x22f8);
        uVar2 = sv_playerperfhistorycount._28_4_;
        *(ushort *)(this + 0x22f8) = uVar1;
      } while (*(int *)(uVar2 + 0x30) < (int)(uint)*(ushort *)(this + 0x22fa));
    }
    uVar3 = CUtlLinkedList<CPlayerSimInfo,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CPlayerSimInfo,unsigned_short>,unsigned_short>>
            ::InsertBefore((CUtlLinkedList<CPlayerSimInfo,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CPlayerSimInfo,unsigned_short>,unsigned_short>>
                            *)(this + 0x22e8),0xffff);
    iVar6 = *(int *)(this + 0x22e8) + (uVar3 & 0xffff) * 0x28;
  }
  if (*(int *)(gpGlobals + 0x14) == 1) {
    iVar7 = (*(int *)(gpGlobals + 0x18) - param_1) + *(int *)(gpGlobals + 0x24);
    if (iVar7 == *(int *)(this + 0x2054)) goto LAB_007bbc22;
    if (this[0x6c] != (CBasePlayer)0x0) goto LAB_007bbc77;
LAB_007bbc01:
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar4 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar4 + 2) = 0;
    }
  }
  else {
    fVar8 = *(float *)(sv_clockcorrection_msecs._28_4_ + 0x2c) * 0.001;
    if (fVar8 <= 0.0) {
      fVar8 = 0.0;
    }
    if (1.0 <= fVar8) {
      fVar8 = 1.0;
    }
    iVar5 = (int)(fVar8 / *(float *)(gpGlobals + 0x1c) + 0.5);
    iVar7 = *(int *)(gpGlobals + 0x18) + iVar5;
    iVar4 = *(int *)(this + 0x2054);
    if ((param_1 + iVar4 <= iVar7 + iVar5) && (*(int *)(gpGlobals + 0x18) <= param_1 + iVar4))
    goto LAB_007bbc22;
    iVar7 = (iVar7 - param_1) + *(int *)(gpGlobals + 0x24);
    if (iVar6 != 0) {
      *(int *)(iVar6 + 8) = iVar5;
      iVar4 = *(int *)(this + 0x2054);
    }
    if (iVar7 == iVar4) goto LAB_007bbc22;
    if (this[0x6c] == (CBasePlayer)0x0) goto LAB_007bbc01;
LAB_007bbc77:
    this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
  }
  *(int *)(this + 0x2054) = iVar7;
LAB_007bbc22:
  if (iVar6 != 0) {
    *(float *)(iVar6 + 0xc) =
         (float)(param_1 + *(int *)(this + 0x2054) + *(int *)(gpGlobals + 0x24)) *
         *(float *)(gpGlobals + 0x1c);
  }
  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)