CCaptionRepeatMgr::CanEmitCaption
0x004b3c00 · 177 bytes · __thiscall
_ZN17CCaptionRepeatMgr14CanEmitCaptionEj
Decompiled
undefined (2 params)
/* CCaptionRepeatMgr::CanEmitCaption(unsigned int) */
undefined4 __thiscall CCaptionRepeatMgr::CanEmitCaption(CCaptionRepeatMgr *this,uint param_1)
{
float fVar1;
ushort uVar2;
int iVar3;
float fVar4;
uint local_24;
float local_20;
if (gpGlobals[5] != 1.4013e-45) {
fVar1 = *gpGlobals;
RemoveCaptionsBefore(this,fVar1 - *(float *)(cc_norepeat._28_4_ + 0x2c));
local_24 = param_1;
uVar2 = CUtlRBTree<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,float,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Find((CUtlRBTree<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,float,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)this,(Node_t *)&local_24);
if (uVar2 == 0xffff) {
local_24 = param_1;
local_20 = fVar1;
CUtlRBTree<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,float,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Insert((CUtlRBTree<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,float,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)this,(Node_t *)&local_24);
}
else {
iVar3 = (uint)uVar2 * 0x10 + *(int *)(this + 4);
fVar4 = fVar1 - *(float *)(iVar3 + 0xc);
if (fVar4 < *(float *)(cc_norepeat._28_4_ + 0x2c) ||
fVar4 == *(float *)(cc_norepeat._28_4_ + 0x2c)) {
return 0;
}
*(float *)(iVar3 + 0xc) = fVar1;
}
}
return 1;
}
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.