CMathCounter::InputSetValueNoFire
0x006e8810 · 155 bytes · __thiscall
_ZN12CMathCounter19InputSetValueNoFireER11inputdata_t
Decompiled
undefined (2 params)
/* CMathCounter::InputSetValueNoFire(inputdata_t&) */
void __thiscall CMathCounter::InputSetValueNoFire(CMathCounter *this,inputdata_t *param_1)
{
float fVar1;
undefined4 uVar2;
float fVar3;
float fVar4;
float local_10 [3];
if (this[0x44a] != (CMathCounter)0x0) {
uVar2 = CBaseEntity::GetDebugName((CBaseEntity *)this);
DevMsg("Math Counter %s ignoring SETVALUENOFIRE because it is disabled\n",uVar2);
return;
}
fVar4 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
fVar4 = 0.0;
}
fVar1 = *(float *)(this + 0x440);
if (fVar1 == 0.0) {
fVar3 = *(float *)(this + 0x444);
local_10[0] = fVar4;
if (fVar3 == 0.0) goto LAB_006e8857;
}
else {
fVar3 = *(float *)(this + 0x444);
}
local_10[0] = fVar3;
if ((fVar4 <= fVar3) && (local_10[0] = fVar4, fVar4 <= fVar1)) {
local_10[0] = fVar1;
}
LAB_006e8857:
variant_t::Set((variant_t *)(this + 0x44c),1,local_10);
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.