CGameTimescale::SetDesiredTimescale
0x004658d0 · 232 bytes · __thiscall
_ZN14CGameTimescale19SetDesiredTimescaleEffff
Decompiled
undefined (5 params)
/* CGameTimescale::SetDesiredTimescale(float, float, float, float) */
void __thiscall
CGameTimescale::SetDesiredTimescale
(CGameTimescale *this,float param_1,float param_2,float param_3,float param_4)
{
undefined **local_2c [8];
if ((((param_1 != *(float *)(this + 0xc)) || (param_2 != *(float *)(this + 0x18))) ||
(param_3 != *(float *)(this + 0x1c))) || (param_4 != *(float *)(this + 0x20))) {
*(float *)(this + 0xc) = param_1;
*(float *)(this + 0x18) = param_2;
*(float *)(this + 0x1c) = param_3;
*(float *)(this + 0x20) = param_4;
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
/* try { // try from 00465928 to 0046592c has its CatchHandler @ 004659bd */
CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CReliableBroadcastRecipientFilter_00c157a8;
/* try { // try from 00465937 to 0046593b has its CatchHandler @ 004659e8 */
CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
/* try { // try from 00465947 to 0046598c has its CatchHandler @ 004659cf */
UserMessageBegin((IRecipientFilter *)local_2c,"DesiredTimescale");
MessageWriteFloat(*(float *)(this + 0xc));
MessageWriteFloat(*(float *)(this + 0x18));
MessageWriteFloat(*(float *)(this + 0x1c));
MessageWriteFloat(*(float *)(this + 0x20));
MessageEnd();
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
}
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.