CGameMovement::GetCheckInterval
0x00453400 · 158 bytes · __thiscall
_ZN13CGameMovement16GetCheckIntervalENS_14IntervalType_tE
Decompiled
undefined (2 params)
/* CGameMovement::GetCheckInterval(CGameMovement::IntervalType_t) */
int __thiscall CGameMovement::GetCheckInterval(CGameMovement *this,int param_2)
{
int iVar1;
if (param_2 == 1) {
iVar1 = 1;
if (*(int *)(*(int *)(this + 4) + 0x1a3c) == 0) {
if (*(int *)(gpGlobals + 0x14) == 1) {
return (int)(0.2 / *(float *)(gpGlobals + 0x1c));
}
return (int)(1.0 / *(float *)(gpGlobals + 0x1c));
}
}
else {
if (param_2 < 2) {
if (param_2 != 0) {
return 1;
}
return (int)(0.3 / *(float *)(gpGlobals + 0x1c));
}
iVar1 = 2;
if (param_2 != 2) {
if (param_2 != 3) {
return 1;
}
iVar1 = (int)(0.5 / *(float *)(gpGlobals + 0x1c));
}
}
return iVar1;
}
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.