L L4D2node

FrameForTime

0x00bf15f0 · 52 bytes · __cdecl

_Z12FrameForTime9DmeTime_t14DmeFramerate_t

Decompiled

undefined (2 params)

/* FrameForTime(DmeTime_t, DmeFramerate_t) */

void FrameForTime(undefined4 param_1,undefined2 *param_2)

{
  undefined2 local_10;
  undefined2 local_e;
  
  local_10 = *param_2;
  local_e = param_2[1];
  DmeTime_t::CurrentFrame((DmeTime_t *)&param_1,&local_10,1);
  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)