Intensity::Update
0x008d5cf0 · 335 bytes · __thiscall
_ZN9Intensity6UpdateEv
Decompiled
undefined (1 param)
/* Intensity::Update() */
void __thiscall Intensity::Update(Intensity *this)
{
float fVar1;
longdouble lVar2;
float fVar3;
float fVar4;
float local_14;
if (*(float *)(this + 0xc) <= 0.0) {
local_14 = 99999.9;
}
else {
lVar2 = (longdouble)IntervalTimer::Now();
local_14 = (float)lVar2 - *(float *)(this + 0xc);
}
lVar2 = (longdouble)IntervalTimer::Now();
if ((float)lVar2 != *(float *)(this + 0xc)) {
(**(code **)(*(int *)(this + 8) + 4))(this + 8,this + 0xc);
*(float *)(this + 0xc) = (float)lVar2;
}
lVar2 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x18) <= (float)lVar2) {
fVar3 = *(float *)this - local_14 / *(float *)(IntensityDecay._28_4_ + 0x2c);
if (fVar3 < 0.0) {
*(undefined4 *)this = 0;
fVar3 = 0.0;
}
else {
*(float *)this = fVar3;
}
}
else {
fVar3 = *(float *)this;
}
fVar1 = *(float *)(this + 4);
fVar4 = fVar3 - fVar1;
if (1e-06 <= fVar4) {
lVar2 = (longdouble)__logf_finite(fVar4);
lVar2 = (longdouble)
__expf_finite(((float)lVar2 / *(float *)(IntensityAveragingDamp._28_4_ + 0x2c)) *
local_14);
fVar3 = (float)lVar2 + fVar1;
}
*(float *)(this + 4) = fVar3;
fVar3 = *(float *)(IntensityLock._28_4_ + 0x2c);
if (0.0 <= fVar3) {
*(float *)this = fVar3;
*(float *)(this + 4) = fVar3;
}
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.