L L4D2node

ZombieManager::StartJimmyTimer

0x00a59f40 · 141 bytes · __thiscall

_ZN13ZombieManager15StartJimmyTimerEv

Decompiled

undefined (1 param)

/* ZombieManager::StartJimmyTimer() */

void __thiscall ZombieManager::StartJimmyTimer(ZombieManager *this)

{
  float fVar1;
  longdouble lVar2;
  
  lVar2 = (longdouble)RandomFloat(0x42700000,0x43700000);
  fVar1 = (float)lVar2;
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 + fVar1 != *(float *)(this + 0x24)) {
    (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x24);
    *(float *)(this + 0x24) = (float)lVar2 + fVar1;
  }
  if (fVar1 != *(float *)(this + 0x20)) {
    (**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x20);
    *(float *)(this + 0x20) = fVar1;
  }
  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)