CPipeBombProjectile::BeepThink
0x00553870 · 197 bytes · __thiscall
_ZN19CPipeBombProjectile9BeepThinkEv
Decompiled
undefined (1 param)
/* CPipeBombProjectile::BeepThink() */
void __thiscall CPipeBombProjectile::BeepThink(CPipeBombProjectile *this)
{
float fVar1;
undefined4 uVar2;
float fVar3;
undefined1 local_14 [12];
if (((byte)this[0x14c] & 1) != 0) {
return;
}
CBaseEntity::EmitSound
((CBaseEntity *)this,"PipeBomb.TimerBeep",*(float *)(this + 0x1a74),(float *)0x0);
uVar2 = PipeBombBeepMinInterval._28_4_;
fVar3 = *(float *)(this + 0x1a78) - *(float *)(PipeBombBeepIntervalDelta._28_4_ + 0x2c);
*(float *)(this + 0x1a78) = fVar3;
fVar1 = *(float *)(uVar2 + 0x2c);
if (fVar3 < fVar1) {
*(float *)(this + 0x1a78) = fVar1;
fVar3 = fVar1;
}
*(float *)(this + 0x1a74) = *(float *)(this + 0x1a74) + fVar3;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)BeepThink);
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.