L L4D2node

CEventRegister::Reregister

0x00b08260 · 85 bytes · __thiscall

_ZN14CEventRegister10ReregisterEv

Decompiled

undefined (1 param)

/* CEventRegister::Reregister() */

void __thiscall CEventRegister::Reregister(CEventRegister *this)

{
  int iVar1;
  float fVar2;
  
  iVar1 = gpGlobals;
  if ((1e-06 < *(float *)(this + 8)) && (*(CTimedEventMgr **)this != (CTimedEventMgr *)0x0)) {
    fVar2 = *(float *)(this + 4);
    if (fVar2 < *(float *)(gpGlobals + 0xc) || fVar2 == *(float *)(gpGlobals + 0xc)) {
      do {
        fVar2 = fVar2 + *(float *)(this + 8);
        *(float *)(this + 4) = fVar2;
      } while (fVar2 < *(float *)(iVar1 + 0xc) || fVar2 == *(float *)(iVar1 + 0xc));
    }
    CTimedEventMgr::RegisterForNextEvent(*(CTimedEventMgr **)this,this);
  }
  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)