CBaseGameStats_Driver::FrameUpdatePostEntityThink
0x00461440 · 204 bytes · __thiscall
_ZN21CBaseGameStats_Driver26FrameUpdatePostEntityThinkEv
Decompiled
undefined (1 param)
/* CBaseGameStats_Driver::FrameUpdatePostEntityThink() */
void __thiscall CBaseGameStats_Driver::FrameUpdatePostEntityThink(CBaseGameStats_Driver *this)
{
float fVar1;
CBaseGameStats_Driver CVar2;
float local_14;
if (this[0x130f] != (CBaseGameStats_Driver)0x0) {
CVar2 = (CBaseGameStats_Driver)(gpGlobals[4] == 0.0);
if (this[0x137c] != CVar2) {
if ((bool)CVar2) {
*(float *)(this + 0x1380) = *gpGlobals;
}
else {
fVar1 = *(float *)(this + 0x1380);
if (fVar1 != 0.0) {
local_14 = *gpGlobals - fVar1;
if (local_14 < 0.0) {
local_14 = 0.0;
Warning("Game paused time showing up negative (rt %f pausestart %f)\n",
(double)*gpGlobals,(double)fVar1);
}
*(undefined4 *)(this + 0x1380) = 0;
*(float *)(this + 0x1318) = local_14 + *(float *)(this + 0x1318);
}
}
this[0x137c] = CVar2;
}
return;
}
*(undefined4 *)(this + 0x1380) = 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.