CSave::WriteTime
0x004a5d20 · 166 bytes · __thiscall
_ZN5CSave9WriteTimeEPKfi
Decompiled
undefined (3 params)
/* CSave::WriteTime(float const*, int) */
void __thiscall CSave::WriteTime(CSave *this,float *param_1,int param_2)
{
int iVar1;
float local_20 [4];
if (0 < param_2) {
iVar1 = 0;
do {
local_20[0] = param_1[iVar1];
if (local_20[0] == 0.0) {
local_20[0] = -1.7014117e+38;
}
else if (((local_20[0] != -3.4028235e+38) && (local_20[0] != 3.4028235e+38)) &&
(local_20[0] = local_20[0] - *(float *)(*(int *)(this + 0x1c) + 0x528),
ABS(local_20[0]) < 0.001)) {
local_20[0] = 0.001;
}
iVar1 = iVar1 + 1;
(**(code **)(*(int *)this + 0x38))(this,local_20,4);
} while (iVar1 != param_2);
}
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.