L L4D2node

CTimedEventMgr::RegisterForNextEvent

0x00b081e0 · 54 bytes · __thiscall

_ZN14CTimedEventMgr20RegisterForNextEventEP14CEventRegister

Decompiled

undefined (2 params)

/* CTimedEventMgr::RegisterForNextEvent(CEventRegister*) */

void __thiscall CTimedEventMgr::RegisterForNextEvent(CTimedEventMgr *this,CEventRegister *param_1)

{
  CTimedEventMgr *in_stack_ffffffe4;
  CEventRegister *in_stack_ffffffe8;
  
  if (param_1[0x10] != (CEventRegister)0x0) {
    RemoveEvent(in_stack_ffffffe4,in_stack_ffffffe8);
  }
  CUtlPriorityQueue<CEventRegister*,CDefUtlPriorityQueueLessFunc<CEventRegister*>,CUtlMemory<CEventRegister*,int>>
  ::Insert((CUtlPriorityQueue<CEventRegister*,CDefUtlPriorityQueueLessFunc<CEventRegister*>,CUtlMemory<CEventRegister*,int>>
            *)this,&param_1);
  param_1[0x10] = (CEventRegister)0x1;
  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)