Intensity::Increase
0x008d5e60 · 283 bytes · __thiscall
_ZN9Intensity8IncreaseENS_13IntensityTypeE
Decompiled
undefined (2 params)
/* Intensity::Increase(Intensity::IntensityType) */
void __thiscall Intensity::Increase(Intensity *this,int param_2)
{
float fVar1;
longdouble lVar2;
float fVar3;
if (param_2 - 1U < 5) {
fVar3 = *(float *)(&CSWTCH_1084 + (param_2 - 1U) * 4);
}
else {
fVar3 = 0.0;
}
fVar3 = fVar3 * *(float *)(IntensityFactor._28_4_ + 0x2c) + *(float *)this;
if (1.0 <= fVar3) {
fVar3 = 1.0;
}
fVar1 = *(float *)(this + 0x18);
*(float *)this = fVar3;
lVar2 = (longdouble)CountdownTimer::Now();
if (fVar1 - (float)lVar2 < 5.0) {
lVar2 = (longdouble)CountdownTimer::Now();
if ((float)lVar2 + 5.0 != *(float *)(this + 0x18)) {
(**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x18);
*(float *)(this + 0x18) = (float)lVar2 + 5.0;
}
if (*(float *)(this + 0x14) != 5.0) {
(**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x14);
*(undefined4 *)(this + 0x14) = 0x40a00000;
}
}
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.