L L4D2node

CEventAbsoluteTag::SetAbsoluteTime

0x00ba3610 · 67 bytes · __thiscall

_ZN17CEventAbsoluteTag15SetAbsoluteTimeEf

Decompiled

undefined (2 params)

/* CEventAbsoluteTag::SetAbsoluteTime(float) */

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

{
  float fVar1;
  undefined4 *puVar2;
  longdouble lVar3;
  
  puVar2 = *(undefined4 **)(this + 0x18);
  if (puVar2 != (undefined4 *)0x0) {
    fVar1 = (float)puVar2[0x12];
    lVar3 = (longdouble)(**(code **)*puVar2)(puVar2);
    *(float *)(this + 0x10) = (param_1 - fVar1) / (float)lVar3;
  }
  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)