L L4D2node

CInstancedSceneEntity::GetPreDelay

0x00819dd0 · 27 bytes · __thiscall

_ZN21CInstancedSceneEntity11GetPreDelayEv

Decompiled

undefined (1 param)

/* CInstancedSceneEntity::GetPreDelay() */

longdouble __thiscall CInstancedSceneEntity::GetPreDelay(CInstancedSceneEntity *this)

{
  return (longdouble)*(float *)(this + 0x720);
}

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)