CSave::WriteTick
0x004a5de0 · 129 bytes · __thiscall
_ZN5CSave9WriteTickEPKii
Decompiled
undefined (3 params)
/* CSave::WriteTick(int const*, int) */
void __thiscall CSave::WriteTick(CSave *this,int *param_1,int param_2)
{
float fVar1;
float fVar2;
int iVar3;
int local_20 [4];
fVar1 = *(float *)(*(int *)(this + 0x1c) + 0x528);
fVar2 = *(float *)(gpGlobals + 0x1c);
if (0 < param_2) {
iVar3 = 0;
do {
if (param_1[iVar3] == -1) {
local_20[0] = 0x7ffffffc;
}
else {
local_20[0] = param_1[iVar3] - (int)(fVar1 / fVar2 + 0.5);
}
iVar3 = iVar3 + 1;
(**(code **)(*(int *)this + 0x38))(this,local_20,4);
} while (iVar3 != 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.