CDirectorMusicBanks::UpdateMusic
0x008b1fd0 · 288 bytes · __thiscall
_ZN19CDirectorMusicBanks11UpdateMusicEv
Decompiled
undefined (1 param)
/* CDirectorMusicBanks::UpdateMusic() */
void __thiscall CDirectorMusicBanks::UpdateMusic(CDirectorMusicBanks *this)
{
float fVar1;
int iVar2;
longdouble lVar3;
lVar3 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x54) <= (float)lVar3) {
lVar3 = (longdouble)
RandomFloat(*(undefined4 *)(MusicBankMinDuration._28_4_ + 0x2c),
*(undefined4 *)(MusicBankMaxDuration._28_4_ + 0x2c));
fVar1 = (float)lVar3;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(this + 0x54)) {
(**(code **)(*(int *)(this + 0x4c) + 4))(this + 0x4c,this + 0x54);
*(float *)(this + 0x54) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(this + 0x50)) {
(**(code **)(*(int *)(this + 0x4c) + 4))(this + 0x4c,this + 0x50);
*(float *)(this + 0x50) = fVar1;
}
iVar2 = *(int *)(this + 0x18);
*(int *)(this + 0x18) = iVar2 + 1;
if (*(int *)(this + 0x10) <= iVar2 + 1) {
ShuffleMusicNoDuplicates((CUtlVector *)(this + 4));
*(undefined4 *)(this + 0x18) = 0;
}
iVar2 = *(int *)(this + 0x30);
*(int *)(this + 0x30) = iVar2 + 1;
if (*(int *)(this + 0x28) <= iVar2 + 1) {
ShuffleMusicNoDuplicates((CUtlVector *)(this + 0x1c));
*(undefined4 *)(this + 0x30) = 0;
}
iVar2 = *(int *)(this + 0x48);
*(int *)(this + 0x48) = iVar2 + 1;
if (*(int *)(this + 0x40) <= iVar2 + 1) {
ShuffleMusicNoDuplicates((CUtlVector *)(this + 0x34));
*(undefined4 *)(this + 0x48) = 0;
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.