CDirectorVersusMode::UpdateMarkersReached
0x008c3d30 · 451 bytes · __thiscall
_ZN19CDirectorVersusMode20UpdateMarkersReachedEv
Decompiled
undefined (1 param)
/* CDirectorVersusMode::UpdateMarkersReached() */
void __thiscall CDirectorVersusMode::UpdateMarkersReached(CDirectorVersusMode *this)
{
int iVar1;
int iVar2;
int *piVar3;
int iVar4;
int iVar5;
longdouble lVar6;
float fVar7;
float fVar8;
int local_24;
if ((*(int *)(this + 0x48) < *(int *)(this + 0x4c)) && (0 < *(int *)(this + 0x4c))) {
iVar5 = 0;
local_24 = -1;
iVar4 = -1;
do {
iVar1 = CTerrorGameRules::GetVersusCompletionPerCharacter(g_pGameRules,iVar5,2);
if (iVar4 < iVar1) {
iVar2 = CTerrorPlayer::GetPlayerByCharacter(iVar5);
iVar4 = iVar1;
if (iVar2 != 0) {
local_24 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(iVar2 + 0x30));
}
}
iVar5 = iVar5 + 1;
} while (iVar5 != 4);
iVar5 = CTerrorGameRules::GetVersusMaxCompletionScore(g_pGameRules);
fVar7 = ((float)iVar4 / (float)(iVar5 >> 2)) * 100.0;
fVar8 = (100.0 / (float)(*(int *)(this + 0x4c) + 1)) * (float)(*(int *)(this + 0x48) + 1);
if (((fVar8 <= fVar7) && (*(int *)(this + 0x48) = *(int *)(this + 0x48) + 1, fVar7 < 80.0)) &&
(0 < local_24)) {
piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"versus_marker_reached",0,0);
if (piVar3 != (int *)0x0) {
(**(code **)(*piVar3 + 0x30))(piVar3,"userid",local_24);
(**(code **)(*piVar3 + 0x30))(piVar3,"marker",(int)fVar8);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
}
}
lVar6 = (longdouble)CountdownTimer::Now();
fVar7 = *(float *)(this + 0x54);
if ((float)lVar6 + fVar7 != *(float *)(this + 0x58)) {
(**(code **)(*(int *)(this + 0x50) + 4))(this + 0x50,this + 0x58);
*(float *)(this + 0x58) = (float)lVar6 + fVar7;
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.