L L4D2node

CEventAbsoluteTag::SetEventTime

0x00ba3580 · 52 bytes · __thiscall

_ZN17CEventAbsoluteTag12SetEventTimeEf

Decompiled

undefined (2 params)

/* CEventAbsoluteTag::SetEventTime(float) */

void __thiscall CEventAbsoluteTag::SetEventTime(CEventAbsoluteTag *this,float param_1)

{
  undefined4 *puVar1;
  longdouble lVar2;
  
  puVar1 = *(undefined4 **)(this + 0x18);
  if (puVar1 != (undefined4 *)0x0) {
    lVar2 = (longdouble)(**(code **)*puVar1)(puVar1);
    *(float *)(this + 0x10) = param_1 / (float)lVar2;
  }
  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)