CSceneEntity::DoThink
0x00813120 · 428 bytes · __thiscall
_ZN12CSceneEntity7DoThinkEf
Decompiled
undefined (2 params)
/* CSceneEntity::DoThink(float) */
void __thiscall CSceneEntity::DoThink(CSceneEntity *this,float param_1)
{
int iVar1;
char cVar2;
longdouble lVar3;
float fVar4;
(**(code **)(*(int *)this + 0x348))(this);
if ((this[0x4bd] != (CSceneEntity)0x0) || (this[0x4be] != (CSceneEntity)0x0)) {
(**(code **)(*(int *)this + 0x354))(this);
}
if ((*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0) &&
(this[0x494] != (CSceneEntity)0x0)) {
fVar4 = *(float *)(this + 0x4a8);
if (fVar4 <= 0.25) {
fVar4 = 0.25;
}
if (2.5 <= fVar4) {
fVar4 = 2.5;
}
*(float *)(this + 0x4a8) = fVar4;
iVar1 = m_pcvSndMixahead;
if (this[0x495] != (CSceneEntity)0x0) {
/* WARNING: Could not recover jumptable at 0x00813299. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x340))();
return;
}
*(float *)(this + 0x4a0) = param_1;
if (iVar1 == 0) {
fVar4 = 0.1;
}
else {
fVar4 = *(float *)(*(int *)(iVar1 + 0x1c) + 0x2c);
}
CChoreoScene::SetSoundFileStartupLatency(*(CChoreoScene **)(this + 0x4f0),fVar4);
CChoreoScene::Think(*(CChoreoScene **)(this + 0x4f0),*(float *)(this + 0x49c));
if (this[0x495] != (CSceneEntity)0x0) {
lVar3 = (longdouble)CChoreoScene::GetTime(*(CChoreoScene **)(this + 0x4f0));
SetCurrentTime(this,(float)lVar3,true);
return;
}
SetCurrentTime(this,*(float *)(this + 0x4a8) * *(float *)(this + 0x4a0) +
*(float *)(this + 0x49c),false);
cVar2 = CChoreoScene::SimulationFinished(*(CChoreoScene **)(this + 0x4f0));
if (cVar2 != '\0') {
(**(code **)(*(int *)this + 0x338))(this,0,1);
ClearSchedules(this,*(CChoreoScene **)(this + 0x4f0));
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.