CChangeFrameList::GetPropsChangedAfterTick
0x001144e0 · 65 bytes · __cdecl
_ZN16CChangeFrameList24GetPropsChangedAfterTickEiPii
Decompiled
undefined (3 params)
/* CChangeFrameList::GetPropsChangedAfterTick(int, int*, int) */
int CChangeFrameList::GetPropsChangedAfterTick(int param_1,int *param_2,int param_3)
{
int iVar1;
int iVar2;
int iVar3;
iVar1 = *(int *)(param_1 + 0x10);
if (iVar1 < 1) {
iVar2 = 0;
}
else {
iVar3 = 0;
iVar2 = 0;
do {
if ((int)param_2 < *(int *)(*(int *)(param_1 + 4) + iVar3 * 4)) {
*(int *)(param_3 + iVar2 * 4) = iVar3;
iVar2 = iVar2 + 1;
}
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
}
return iVar2;
}
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.