CHLTVDirector::UpdateSettings
0x006dc610 · 161 bytes · __thiscall
_ZN13CHLTVDirector14UpdateSettingsEv
Decompiled
undefined (1 param)
/* CHLTVDirector::UpdateSettings() */
void __thiscall CHLTVDirector::UpdateSettings(CHLTVDirector *this)
{
float fVar1;
CBaseEntity *this_00;
int iVar2;
int iVar3;
iVar2 = gpGlobals;
fVar1 = *(float *)(tv_delay._28_4_ + 0x2c);
*(float *)(this + 0x18) = fVar1;
iVar3 = *(int *)(iVar2 + 0x18);
if (10.0 <= fVar1) {
iVar3 = iVar3 - (int)(fVar1 / *(float *)(iVar2 + 0x1c) + 0.5);
}
else {
*(undefined4 *)(this + 0x18) = 0;
}
if ((*(int *)(this + 0x1c) == 0) && (0 < iVar3)) {
*(undefined4 *)(this + 0x38) = 0;
}
if (0 < *(int *)(this + 0x1cc)) {
this_00 = (CBaseEntity *)UTIL_PlayerByIndex(*(int *)(this + 0x1cc));
if (this_00 != (CBaseEntity *)0x0) {
iVar2 = CBaseEntity::GetTeamNumber(this_00);
if (iVar2 == 1) goto LAB_006dc68b;
}
SetCameraMan(this,0);
}
LAB_006dc68b:
iVar2 = 0;
if (-1 < iVar3) {
iVar2 = iVar3;
}
*(int *)(this + 0x1c) = iVar2;
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.