CDirector::GetTimeUntilNextGhostWave
0x008756a0 · 612 bytes · __thiscall
_ZN9CDirector25GetTimeUntilNextGhostWaveEf
Decompiled
undefined (2 params)
/* CDirector::GetTimeUntilNextGhostWave(float) */
longdouble __thiscall CDirector::GetTimeUntilNextGhostWave(CDirector *this,float param_1)
{
int iVar1;
int iVar2;
longdouble lVar3;
float fVar4;
if (this[0x160] != (CDirector)0x0) {
iVar1 = -1;
if (0.0 < *(float *)(this + 0x1d8)) {
lVar3 = (longdouble)CountdownTimer::Now();
fVar4 = *(float *)(this + 0x1d8);
if ((fVar4 <= (float)lVar3) &&
((iVar1 = ZombieGhostFinaleSpawnInterval._28_4_, **(int **)(this + 0x638) != 5 ||
(iVar1 = ZombieGhostSpawnInterval._28_4_, *(int *)(this + 0x1c0) == 0)))) {
fVar4 = *(float *)(iVar1 + 0x2c);
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar4 != *(float *)(this + 0x1d8)) {
(**(code **)(*(int *)(this + 0x1d0) + 4))(this + 0x1d0,this + 0x1d8);
*(float *)(this + 0x1d8) = (float)lVar3 + fVar4;
}
if (fVar4 != *(float *)(this + 0x1d4)) {
(**(code **)(*(int *)(this + 0x1d0) + 4))(this + 0x1d0,this + 0x1d4);
*(float *)(this + 0x1d4) = fVar4;
}
fVar4 = *(float *)(this + 0x1d8);
}
lVar3 = (longdouble)CountdownTimer::Now();
iVar1 = 1;
if (1.0 <= fVar4 - (float)lVar3) {
fVar4 = *(float *)(this + 0x1d8);
lVar3 = (longdouble)CountdownTimer::Now();
iVar1 = (int)(fVar4 - (float)lVar3);
}
}
if (((*(int *)(ZombieGhostGroupSpawn._28_4_ + 0x30) == 0) || (param_1 <= 0.0)) ||
(iVar2 = *(int *)(ZombieGhostSpawnInterval._28_4_ + 0x30) - (int)param_1, iVar1 <= iVar2)) {
fVar4 = (float)iVar1;
}
else {
fVar4 = (float)iVar2;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar4 != *(float *)(this + 0x1d8)) {
(**(code **)(*(int *)(this + 0x1d0) + 4))(this + 0x1d0,this + 0x1d8);
*(float *)(this + 0x1d8) = (float)lVar3 + fVar4;
}
if (fVar4 != *(float *)(this + 0x1d4)) {
(**(code **)(*(int *)(this + 0x1d0) + 4))(this + 0x1d0,this + 0x1d4);
*(float *)(this + 0x1d4) = fVar4;
}
}
return (longdouble)fVar4;
}
return (longdouble)*(float *)(DirectorSpecialSpawnDelay._28_4_ + 0x2c);
}
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.