CDirectorScriptedEventManager::UpdateScriptedDelayStage
0x008b5c90 · 302 bytes · __thiscall
_ZN29CDirectorScriptedEventManager24UpdateScriptedDelayStageEi
Decompiled
undefined (2 params)
/* CDirectorScriptedEventManager::UpdateScriptedDelayStage(int) */
undefined4 __thiscall
CDirectorScriptedEventManager::UpdateScriptedDelayStage
(CDirectorScriptedEventManager *this,int param_1)
{
longdouble lVar1;
float fVar2;
if (param_1 != -1) {
if (0.0 < *(float *)(this + 0x98)) {
lVar1 = (longdouble)CountdownTimer::Now();
if ((float)lVar1 < *(float *)(this + 0x98)) {
if (this[0x112] == (CDirectorScriptedEventManager)0x0) {
return 1;
}
this[0x112] = (CDirectorScriptedEventManager)0x0;
}
else {
this[0x112] = (CDirectorScriptedEventManager)0x0;
}
return 0;
}
fVar2 = (float)param_1;
lVar1 = (longdouble)CountdownTimer::Now();
if ((float)lVar1 + fVar2 != *(float *)(this + 0x98)) {
(**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x98);
*(float *)(this + 0x98) = (float)lVar1 + fVar2;
}
if (fVar2 != *(float *)(this + 0x94)) {
(**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x94);
*(float *)(this + 0x94) = fVar2;
}
CTerrorGameRules::SetHoldoutCooldownEndTime(g_pGameRules,fVar2 + *(float *)(gpGlobals + 0xc));
}
return 1;
}
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.