SendProxy_SimulationTime
0x005ff1d0 · 96 bytes · __cdecl
_Z24SendProxy_SimulationTimePK8SendPropPKvS3_P8DVariantii
Decompiled
undefined (6 params)
/* SendProxy_SimulationTime(SendProp const*, void const*, void const*, DVariant*, int, int) */
void SendProxy_SimulationTime
(SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
int param_6)
{
int iVar1;
uint uVar2;
int iVar3;
iVar3 = (int)(*(float *)((int)param_2 + 0x94) / *(float *)(gpGlobals + 0x1c) + 0.5);
if (*(int *)((int)param_2 + 0x30) == 0) {
iVar1 = 0;
}
else {
iVar1 = *(int *)((int)param_2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
uVar2 = 0;
iVar1 = *(int *)(gpGlobals + 0x34) *
((*(int *)(gpGlobals + 0x18) - iVar1 % *(int *)(gpGlobals + 0x38)) /
*(int *)(gpGlobals + 0x34));
if (iVar1 <= iVar3) {
uVar2 = iVar3 - iVar1 & 0xff;
}
*(uint *)param_4 = uVar2;
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.