CTerrorPlayer::UpdateCommonDPSMeter
0x009bad50 · 294 bytes · __thiscall
_ZN13CTerrorPlayer20UpdateCommonDPSMeterEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateCommonDPSMeter() */
void __thiscall CTerrorPlayer::UpdateCommonDPSMeter(CTerrorPlayer *this)
{
float *pfVar1;
float fVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
int iVar6;
float fVar7;
float fVar8;
fVar8 = 0.0;
fVar2 = *(float *)(common_dps_window._28_4_ + 0x2c);
if (fVar2 <= 0.0) {
*(undefined4 *)(this + 0x3aac) = 0;
return;
}
iVar4 = *(int *)(this + 0x3aa4) + -1;
if (-1 < iVar4) {
iVar6 = iVar4 * 8;
do {
while (fVar7 = *(float *)(gpGlobals + 0xc) - fVar2,
pfVar1 = (float *)(*(int *)(this + 15000) + iVar6) + 1,
fVar7 < *pfVar1 || fVar7 == *pfVar1) {
iVar4 = iVar4 + -1;
fVar8 = fVar8 + *(float *)(*(int *)(this + 15000) + iVar6);
iVar6 = iVar6 + -8;
if (iVar4 == -1) goto LAB_009bae0b;
}
iVar5 = iVar4 + -1;
iVar6 = iVar6 + -8;
CUtlVector<CTerrorPlayer::InfectedDamageEvent,CUtlMemory<CTerrorPlayer::InfectedDamageEvent,int>>
::ShiftElementsLeft((CUtlVector<CTerrorPlayer::InfectedDamageEvent,CUtlMemory<CTerrorPlayer::InfectedDamageEvent,int>>
*)(this + 15000),iVar4,1);
*(int *)(this + 0x3aa4) = *(int *)(this + 0x3aa4) + -1;
iVar4 = iVar5;
} while (iVar5 != -1);
}
LAB_009bae0b:
uVar3 = common_dps_spew._28_4_;
*(float *)(this + 0x3aac) = fVar8 / fVar2;
if (*(int *)(this + 0x30) == 0) {
if (*(int *)(uVar3 + 0x30) == 0) goto LAB_009bae60;
}
else if (*(int *)(uVar3 + 0x30) == *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) {
LAB_009bae60:
DevMsg("common dps = %.2f\n",(double)(fVar8 / fVar2));
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.