L L4D2node

CDynamicProp::ShouldSetCreateTime

0x007efde0 · 189 bytes · __thiscall

_ZN12CDynamicProp19ShouldSetCreateTimeER11inputdata_t

Decompiled

undefined (2 params)

/* CDynamicProp::ShouldSetCreateTime(inputdata_t&) */

bool __thiscall CDynamicProp::ShouldSetCreateTime(CDynamicProp *this,inputdata_t *param_1)

{
  char *pcVar1;
  int iVar2;
  int *piVar3;
  char *pcVar4;
  
  pcVar1 = *(char **)(gpGlobals + 0x3c);
  if (pcVar1 == (char *)0x0) {
    pcVar1 = "";
  }
  iVar2 = _V_stricmp(pcVar1,"l4d_airport05_runway");
  if ((iVar2 == 0) && (*(int *)(param_1 + 4) != 0)) {
    pcVar1 = *(char **)(*(int *)(param_1 + 4) + 0x7c);
    pcVar4 = "";
    if (pcVar1 != (char *)0x0) {
      pcVar4 = pcVar1;
    }
    iVar2 = _V_stricmp(pcVar4,"logic_relay");
    if (iVar2 == 0) {
      piVar3 = *(int **)(this + 0x13e0);
      if (piVar3 == (int *)0x0) {
        iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
        if (iVar2 == 0) {
          piVar3 = *(int **)(this + 0x13e0);
        }
        else {
          CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
          piVar3 = *(int **)(this + 0x13e0);
        }
        if (piVar3 == (int *)0x0) {
          return false;
        }
      }
      if (*piVar3 != 0) {
        iVar2 = _V_strstr((char *)(*piVar3 + 0xc),"airliner");
        return iVar2 != 0;
      }
    }
  }
  return false;
}

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)