CRestore::ReadTick
0x004a6000 · 137 bytes · __thiscall
_ZN8CRestore8ReadTickEPiii
Decompiled
undefined (4 params)
/* CRestore::ReadTick(int*, int, int) */
void __thiscall CRestore::ReadTick(CRestore *this,int *param_1,int param_2,int param_3)
{
float fVar1;
float fVar2;
int iVar3;
fVar1 = *(float *)(*(int *)(this + 0x1c) + 0x528);
fVar2 = *(float *)(gpGlobals + 0x1c);
iVar3 = (**(code **)(*(int *)this + 0x38))(this,param_1,param_2,param_3);
iVar3 = iVar3 + -1;
if (-1 < iVar3) {
do {
while (param_1[iVar3] != 0x7ffffffc) {
param_1[iVar3] = param_1[iVar3] + (int)((fVar1 + 0.1) / fVar2 + 0.5);
iVar3 = iVar3 + -1;
if (iVar3 == -1) {
return;
}
}
param_1[iVar3] = -1;
iVar3 = iVar3 + -1;
} while (iVar3 != -1);
}
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.