CCarProp::ChirpStartThink
0x007fe670 · 321 bytes · __thiscall
_ZN8CCarProp15ChirpStartThinkEv
Decompiled
undefined (1 param)
/* CCarProp::ChirpStartThink() */
void __thiscall CCarProp::ChirpStartThink(CCarProp *this)
{
float fVar1;
undefined4 uVar2;
longdouble lVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined4 uVar6;
char *pcVar7;
undefined1 local_24 [20];
pcVar7 = "ContextAlarm";
uVar6 = 0;
uVar4 = 0;
uVar5 = 0;
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)0x0);
uVar2 = car_alarm_chirp_interval._28_4_;
this[0x16f4] = (CCarProp)0x0;
fVar1 = *(float *)(uVar2 + 0x2c);
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(this + 0x170c)) {
(**(code **)(*(int *)(this + 0x1704) + 4))(this + 0x1704,this + 0x170c,uVar4,uVar5,uVar6,pcVar7)
;
*(float *)(this + 0x170c) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(this + 0x1708)) {
(**(code **)(*(int *)(this + 0x1704) + 4))(this + 0x1704,this + 0x1708);
*(float *)(this + 0x1708) = fVar1;
}
COutputEvent::FireOutput
((COutputEvent *)(this + 0x16c4),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)ChirpEndThink);
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.