CGameRules::FrameUpdatePostEntityThink
0x0045f690 · 426 bytes · __thiscall
_ZN10CGameRules26FrameUpdatePostEntityThinkEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CGameRules::FrameUpdatePostEntityThink() */
void __thiscall CGameRules::FrameUpdatePostEntityThink(CGameRules *this)
{
int iVar1;
undefined4 uVar2;
undefined4 uVar3;
char cVar4;
int iVar5;
int iVar6;
undefined4 local_24;
undefined4 local_20;
local_24 = 0;
local_20 = 0;
if (___atan2f_finite == 0) {
iVar6 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_24,0,0,0,0,
"/data/src/game/server/../../game/shared/gamerules.cpp",0x243,
&FrameUpdatePostEntityThink()::tm_fmt,"(%s)%s","Unaccounted",
"CGameRules::FrameUpdatePostEntityThink");
iVar6 = ___atan2f_finite;
}
uVar3 = local_20;
uVar2 = local_24;
iVar1 = _DAT_0105db00;
if ((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) {
/* try { // try from 0045f7d8 to 0045f827 has its CatchHandler @ 0045f8d6 */
iVar5 = ThreadGetCurrentId();
if (iVar1 == iVar5) {
if ((char *)*_DAT_0105d15c != "CGameRules::FrameUpdatePostEntityThink") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc14004,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
}
/* try { // try from 0045f743 to 0045f748 has its CatchHandler @ 0045f843 */
(**(code **)(*(int *)this + 0xac))(this);
iVar1 = _DAT_0105db00;
if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
iVar5 = ThreadGetCurrentId();
if (iVar1 == iVar5) {
cVar4 = CVProfNode::ExitScope();
if (cVar4 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
}
if (iVar6 != 0) {
(**(code **)(iVar6 + 0x54))(iVar6,uVar2,uVar3,0,0,0);
}
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.