L L4D2node

DmeTime_t::DmeTime_t

0x00bf12e0 · 71 bytes · __thiscall

_ZN9DmeTime_tC1Ei14DmeFramerate_t

Decompiled

undefined (3 params)

/* DmeTime_t::DmeTime_t(int, DmeFramerate_t) */

void __thiscall DmeTime_t::DmeTime_t(DmeTime_t *this,int param_1,ushort *param_3)

{
  longlong lVar1;
  uint uVar2;
  undefined4 uVar3;
  uint uVar4;
  
  uVar4 = (uint)*param_3;
  lVar1 = (longlong)(int)(uint)param_3[1] * (longlong)param_1;
  if (param_1 < 0) {
    uVar2 = (uint)lVar1 - uVar4;
    lVar1 = CONCAT44(((int)((ulonglong)lVar1 >> 0x20) - (uint)((uint)lVar1 < uVar4)) +
                     (uint)(0xfffffffe < uVar2),uVar2 + 1);
  }
  uVar3 = __divdi3(lVar1,uVar4,0);
  *(undefined4 *)this = uVar3;
  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)