L L4D2node

CSceneEntity::SetCurrentTime

0x00811800 · 119 bytes · __thiscall

_ZN12CSceneEntity14SetCurrentTimeEfb

Decompiled

undefined (3 params)

/* CSceneEntity::SetCurrentTime(float, bool) */

void __thiscall CSceneEntity::SetCurrentTime(CSceneEntity *this,float param_1,bool param_2)

{
  CBaseEdict *this_00;
  int iVar1;
  
  iVar1 = gpGlobals;
  *(float *)(this + 0x49c) = param_1;
  if (((*(int *)(iVar1 + 0x14) == 1) || (param_2)) && (param_1 != *(float *)(this + 0x498))) {
    if (this[0x6c] == (CSceneEntity)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSceneEntity)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x498) = param_1;
    return;
  }
  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)