Music::OnLeaveMissionStartArea
0x008f33b0 · 646 bytes · __thiscall
_ZN5Music23OnLeaveMissionStartAreaEv
Decompiled
undefined (1 param)
/* Music::OnLeaveMissionStartArea() */
void __thiscall Music::OnLeaveMissionStartArea(Music *this)
{
int iVar1;
int in_GS_OFFSET;
longdouble lVar2;
float fVar3;
char *this_00;
Music *pMVar4;
Music *pMVar5;
char local_90 [128];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
this_00 = "%s Music::OnLeaveMissionStartArea\n";
MusicMsg("%s Music::OnLeaveMissionStartArea\n");
if (*(int *)(MusicManagerOn._28_4_ + 0x30) != 0) {
SetCheckPoint((Music *)this_00,iVar1);
}
StopPlaying(this,"checkpoint_0",3.0,false);
(**(code **)(*(int *)this + 0x18))(this,"Event.LeavingSafety",local_90);
Play(this,local_90,0,-1.0,false,false);
(**(code **)(*(int *)this + 0x18))(this,"Event.StartAtmosphere",local_90);
Play(this,local_90,0,-1.0,false,false);
fVar3 = *(float *)(MusicCalmMinInterval._28_4_ + 0x2c) + 10.0;
lVar2 = (longdouble)CountdownTimer::Now();
if ((float)lVar2 + fVar3 != *(float *)(this + 0x208)) {
(**(code **)(*(int *)(this + 0x200) + 4))(this + 0x200,this + 0x208);
*(float *)(this + 0x208) = (float)lVar2 + fVar3;
}
if (fVar3 != *(float *)(this + 0x204)) {
(**(code **)(*(int *)(this + 0x200) + 4))(this + 0x200,this + 0x204);
*(float *)(this + 0x204) = fVar3;
}
pMVar5 = this + 0x1f0;
fVar3 = *(float *)(MusicCalmMinInterval._28_4_ + 0x2c);
pMVar4 = pMVar5;
lVar2 = (longdouble)CountdownTimer::Now();
if ((float)lVar2 + fVar3 != *(float *)(this + 0x1f8)) {
pMVar4 = pMVar5;
(**(code **)(*(int *)(this + 0x1f0) + 4))(pMVar5,this + 0x1f8);
*(float *)(this + 0x1f8) = (float)lVar2 + fVar3;
}
if (fVar3 != *(float *)(this + 500)) {
(**(code **)(*(int *)(this + 0x1f0) + 4))(pMVar5,this + 500);
*(float *)(this + 500) = fVar3;
pMVar4 = pMVar5;
}
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail(pMVar4);
}
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.