CBaseCombatCharacter::GetTimeSinceLastInjury
0x005f0e90 · 269 bytes · __thiscall
_ZNK20CBaseCombatCharacter22GetTimeSinceLastInjuryEi
Decompiled
undefined (2 params)
/* CBaseCombatCharacter::GetTimeSinceLastInjury(int) const */
longdouble __thiscall
CBaseCombatCharacter::GetTimeSinceLastInjury(CBaseCombatCharacter *this,int param_1)
{
int iVar1;
CBaseCombatCharacter *pCVar2;
longdouble lVar3;
float fVar4;
float fVar5;
iVar1 = 0;
pCVar2 = this;
if (param_1 == -1) {
fVar5 = 1e+12;
pCVar2 = this + 0x19e8;
iVar1 = 4;
do {
if (*(int *)(pCVar2 + -4) != -1) {
fVar4 = 99999.9;
if (0.0 < *(float *)(pCVar2 + 4)) {
lVar3 = (longdouble)IntervalTimer::Now();
fVar4 = (float)lVar3 - *(float *)(pCVar2 + 4);
}
if (fVar4 < fVar5) {
fVar5 = 99999.9;
if (0.0 < *(float *)(pCVar2 + 4)) {
lVar3 = (longdouble)IntervalTimer::Now();
fVar5 = (float)lVar3 - *(float *)(pCVar2 + 4);
}
}
}
pCVar2 = pCVar2 + 0xc;
iVar1 = iVar1 + -1;
} while (iVar1 != 0);
return (longdouble)fVar5;
}
do {
if (*(int *)(pCVar2 + 0x19e4) == param_1) {
fVar5 = 99999.9;
if (0.0 < *(float *)(this + iVar1 * 0xc + 0x19ec)) {
lVar3 = (longdouble)IntervalTimer::Now();
fVar5 = (float)lVar3 - *(float *)(this + iVar1 * 0xc + 0x19ec);
}
goto LAB_005f0ec6;
}
iVar1 = iVar1 + 1;
pCVar2 = pCVar2 + 0xc;
} while (iVar1 != 4);
fVar5 = 1e+12;
LAB_005f0ec6:
return (longdouble)fVar5;
}
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.