CDirector::ShouldLockTempo
0x0087c920 · 114 bytes · __thiscall
_ZN9CDirector15ShouldLockTempoEv
Decompiled
undefined (1 param)
/* CDirector::ShouldLockTempo() */
bool __thiscall CDirector::ShouldLockTempo(CDirector *this)
{
char cVar1;
uint uVar2;
int iVar3;
if (((**(int **)(this + 0x638) == 5) && (**(char **)(this + 0x640) == '\0')) &&
(*(char *)((int)*(int **)(this + 0x638) + 0x111) == '\0')) {
cVar1 = CDirectorVersusMode::ShouldLockTempoNonVirtual();
if (cVar1 == '\0') {
uVar2 = CDirectorScavengeMode::ShouldLockTempoNonVirtual
(*(CDirectorScavengeMode **)(this + 0x644));
uVar2 = uVar2 & 0xff;
goto LAB_0087c93a;
}
}
uVar2 = 1;
LAB_0087c93a:
iVar3 = GetScriptValue(this,"LockTempo",uVar2);
return iVar3 != 0;
}
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.