CHostState::State_Run
0x00183310 · 336 bytes · __thiscall
_ZN10CHostState9State_RunEf
Decompiled
undefined (2 params)
/* CHostState::State_Run(float) */
void __thiscall CHostState::State_Run(CHostState *this,float param_1)
{
int *piVar1;
uint uVar2;
char cVar3;
undefined4 uVar4;
uint uVar5;
int iVar6;
float fVar7;
if ((0.0 < *(float *)(this + 800)) && (1 < DAT_003b7f64)) {
if (0 < DAT_003b8080) {
iVar6 = 0;
do {
piVar1 = *(int **)(DAT_003b8074 + iVar6 * 4);
cVar3 = (**(code **)(*piVar1 + 0x74))(piVar1);
if (cVar3 != '\0') {
if (*(float *)(this + 800) <= param_1) {
fVar7 = 0.0;
}
else {
fVar7 = *(float *)(this + 800) - param_1;
}
*(float *)(this + 800) = fVar7;
break;
}
iVar6 = iVar6 + 1;
} while (iVar6 < DAT_003b8080);
}
if ((1 < DAT_003b7f64) && (0 < DAT_003b8080)) {
iVar6 = 0;
do {
piVar1 = *(int **)(DAT_003b8074 + iVar6 * 4);
cVar3 = (**(code **)(*piVar1 + 0x6c))(piVar1);
if (cVar3 != '\0') {
if (DAT_003a1730 <= param_1) {
param_1 = DAT_003a1730;
}
break;
}
iVar6 = iVar6 + 1;
} while (iVar6 < DAT_003b8080);
}
}
uVar4 = 5;
if (s_bFirstRunFrame != '\0') {
s_bFirstRunFrame = '\0';
uVar4 = 10;
}
if (DAT_003b8088 != '\0') {
BeginWatchdogTimer(uVar4);
}
Host_RunFrame(param_1);
if (DAT_003b8088 != '\0') {
EndWatchdogTimer();
}
uVar2 = *(uint *)(this + 4);
if (uVar2 < 8) {
uVar5 = 1 << ((byte)uVar2 & 0x1f);
if ((uVar5 & 0xe3) != 0) {
*(undefined4 *)this = 5;
return;
}
if ((uVar5 & 0x10) != 0) {
return;
}
if ((uVar5 & 0xc) != 0) {
*(uint *)this = uVar2;
return;
}
}
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 4;
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.