CRestore::ReadTime
0x004a5f60 · 147 bytes · __thiscall
_ZN8CRestore8ReadTimeEPfii
Decompiled
undefined (4 params)
/* CRestore::ReadTime(float*, int, int) */
void __thiscall CRestore::ReadTime(CRestore *this,float *param_1,int param_2,int param_3)
{
float fVar1;
float fVar2;
int iVar3;
fVar1 = *(float *)(*(int *)(this + 0x1c) + 0x528);
iVar3 = (**(code **)(*(int *)this + 0x44))(this,param_1,param_2,param_3);
iVar3 = iVar3 + -1;
if (iVar3 < 0) {
return;
}
do {
while (fVar2 = param_1[iVar3], fVar2 != -1.7014117e+38) {
if ((fVar2 == -3.4028235e+38) || (fVar2 == 3.4028235e+38)) goto LAB_004a5faf;
param_1[iVar3] = fVar2 + fVar1;
iVar3 = iVar3 + -1;
if (iVar3 == -1) {
return;
}
}
param_1[iVar3] = 0.0;
LAB_004a5faf:
iVar3 = iVar3 + -1;
if (iVar3 == -1) {
return;
}
} while( true );
}
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.