CDirector::ResetSpecialTimers
0x00872140 · 299 bytes · __thiscall
_ZN9CDirector18ResetSpecialTimersEv
Decompiled
undefined (1 param)
/* CDirector::ResetSpecialTimers() */
void __thiscall CDirector::ResetSpecialTimers(CDirector *this)
{
CDirector *pCVar1;
int *piVar2;
int iVar3;
int iVar4;
longdouble lVar5;
iVar3 = 6;
pCVar1 = this + 0x2f4;
do {
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 != *(float *)(this + (int)(pCVar1 + (8 - (int)this)))) {
(**(code **)(*(int *)pCVar1 + 4))(pCVar1,pCVar1 + 8);
*(float *)(this + (int)(pCVar1 + (8 - (int)this))) = (float)lVar5;
}
if (*(float *)(this + (int)(pCVar1 + (4 - (int)this))) != 0.0) {
(**(code **)(*(int *)pCVar1 + 4))(pCVar1,pCVar1 + 4);
*(undefined4 *)(this + (int)(pCVar1 + (4 - (int)this))) = 0;
}
pCVar1 = pCVar1 + 0xc;
iVar3 = iVar3 + -1;
} while (iVar3 != 0);
iVar4 = 0;
iVar3 = 0;
if (0 < *(int *)(this + 0x370)) {
do {
piVar2 = (int *)(*(int *)(this + 0x33c) + iVar4);
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 != (float)piVar2[2]) {
(**(code **)(*piVar2 + 4))(piVar2,piVar2 + 2);
piVar2[2] = (int)(float)lVar5;
}
if ((float)piVar2[1] != 0.0) {
(**(code **)(*piVar2 + 4))(piVar2,piVar2 + 1);
piVar2[1] = 0;
}
iVar3 = iVar3 + 1;
iVar4 = iVar4 + 0xc;
} while (iVar3 < *(int *)(this + 0x370));
}
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.