CBaseClient::UpdateSendState
0x000f8300 · 364 bytes · __thiscall
_ZN11CBaseClient15UpdateSendStateEv
Decompiled
undefined (1 param)
/* CBaseClient::UpdateSendState() */
void __thiscall CBaseClient::UpdateSendState(CBaseClient *this)
{
int *piVar1;
char cVar2;
longdouble lVar3;
float fVar4;
float fVar5;
double dVar6;
double dVar7;
this[0x215] = (CBaseClient)0x0;
cVar2 = (**(code **)(**(int **)(this + 0xb8) + 0x68))(*(int **)(this + 0xb8));
dVar6 = net_time;
if ((cVar2 == '\0') && (*(float *)(host_limitlocal._28_4_ + 0x2c) == 0.0)) {
this[0x215] = (CBaseClient)0x1;
*(double *)(this + 0x218) = dVar6;
}
else {
cVar2 = (**(code **)(*(int *)this + 0x74))(this);
if (cVar2 != '\0') {
lVar3 = (longdouble)(**(code **)(**(int **)(this + 0xb8) + 0x30))(*(int **)(this + 0xb8));
fVar5 = *(float *)(this + 0x220);
fVar4 = fVar5;
if ((float)lVar3 < fVar5) {
lVar3 = (longdouble)(**(code **)(**(int **)(this + 0xb8) + 0x30))(*(int **)(this + 0xb8));
fVar4 = *(float *)(this + 0x220);
fVar5 = (float)lVar3;
}
dVar6 = (double)fVar5;
dVar7 = net_time - *(double *)(this + 0x218);
if (dVar7 <= dVar6) {
if (dVar7 <= 0.0) {
dVar7 = 0.0;
}
dVar6 = (double)(float)dVar7;
}
*(double *)(this + 0x218) = ((double)fVar4 + net_time) - dVar6;
return;
}
piVar1 = *(int **)(this + 0xe8);
if (((piVar1 == (int *)0x0) || (cVar2 = (**(code **)(*piVar1 + 0xf4))(piVar1), cVar2 == '\0'))
|| (lVar3 = (longdouble)(**(code **)(**(int **)(this + 0xe8) + 0x58))(*(int **)(this + 0xe8))
, 1.0 <= (float)lVar3)) {
*(double *)(this + 0x218) = net_time + 1.0;
return;
}
*(double *)(this + 0x218) = net_time;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.