CHLTVDirector::FrameUpdatePostEntityThink
0x006d96a0 · 148 bytes · __thiscall
_ZN13CHLTVDirector26FrameUpdatePostEntityThinkEv
Decompiled
undefined (1 param)
/* CHLTVDirector::FrameUpdatePostEntityThink() */
void __thiscall CHLTVDirector::FrameUpdatePostEntityThink(CHLTVDirector *this)
{
if (*(int *)(this + 0x14) != 0) {
(**(code **)(*(int *)this + 100))(this);
if ((*(int *)(this + 0x40) < *(int *)(gpGlobals + 0x18)) && (10.0 <= *(float *)(this + 0x18))) {
*(int *)(this + 0x40) =
*(int *)(gpGlobals + 0x18) + (int)(0.5 / *(float *)(gpGlobals + 0x1c) + 0.5);
(**(code **)(*(int *)this + 0x68))(this);
(**(code **)(*(int *)this + 0x6c))(this);
}
if (*(int *)(this + 0x1c) < 1) {
/* WARNING: Could not recover jumptable at 0x006d973d. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x50))();
return;
}
if (*(int *)(this + 0x38) <= *(int *)(this + 0x1c)) {
/* WARNING: Could not recover jumptable at 0x006d972d. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x48))();
return;
}
}
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.