CInstancedSceneEntity::DoThink
0x00811940 · 458 bytes · __thiscall
_ZN21CInstancedSceneEntity7DoThinkEf
Decompiled
undefined (2 params)
/* CInstancedSceneEntity::DoThink(float) */
void __thiscall CInstancedSceneEntity::DoThink(CInstancedSceneEntity *this,float param_1)
{
uint uVar1;
char cVar2;
undefined *puVar3;
float fVar4;
(**(code **)(*(int *)this + 0x348))(this);
if (0.0 < *(float *)(this + 0x720)) {
fVar4 = *(float *)(this + 0x720) - param_1;
if (fVar4 <= 0.0) {
fVar4 = 0.0;
}
*(float *)(this + 0x720) = fVar4;
(**(code **)(*(int *)this + 0x354))(this);
if (this[0x494] == (CInstancedSceneEntity)0x0) {
return;
}
}
if (((*(CChoreoScene **)(this + 0x4f0) == (CChoreoScene *)0x0) ||
(this[0x494] == (CInstancedSceneEntity)0x0)) ||
((this[0x718] != (CInstancedSceneEntity)0x0 &&
((((uVar1 = *(uint *)(this + 0x714), uVar1 == 0xffffffff ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)))))) {
UTIL_Remove((CBaseEntity *)this);
return;
}
fVar4 = *(float *)(this + 0x4a8);
if (fVar4 <= 0.25) {
fVar4 = 0.25;
}
if (2.5 <= fVar4) {
fVar4 = 2.5;
}
*(float *)(this + 0x4a8) = fVar4;
if (this[0x495] == (CInstancedSceneEntity)0x0) {
if (CSceneEntity::m_pcvSndMixahead == 0) {
fVar4 = 0.1;
}
else {
fVar4 = *(float *)(*(int *)(CSceneEntity::m_pcvSndMixahead + 0x1c) + 0x2c);
}
CChoreoScene::SetSoundFileStartupLatency(*(CChoreoScene **)(this + 0x4f0),fVar4);
CChoreoScene::Think(*(CChoreoScene **)(this + 0x4f0),*(float *)(this + 0x49c));
CSceneEntity::SetCurrentTime
((CSceneEntity *)this,param_1 * *(float *)(this + 0x4a8) + *(float *)(this + 0x49c),
false);
cVar2 = CChoreoScene::SimulationFinished(*(CChoreoScene **)(this + 0x4f0));
if (cVar2 == '\0') {
return;
}
(**(code **)(*(int *)this + 0x338))(this,0,0);
UTIL_Remove((CBaseEntity *)this);
return;
}
/* WARNING: Could not recover jumptable at 0x00811b11. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x340))();
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.