CTerrorPlayer::GetAvailableSteadyStateSlots
0x009de290 · 114 bytes · __thiscall
_ZN13CTerrorPlayer28GetAvailableSteadyStateSlotsEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::GetAvailableSteadyStateSlots() */
int __thiscall CTerrorPlayer::GetAvailableSteadyStateSlots(CTerrorPlayer *this)
{
int iVar1;
longdouble lVar2;
float fVar3;
iVar1 = CBasePlayer::GetAvailableSteadyStateSlots((CBasePlayer *)this);
if ((iVar1 != 0) && ((*(uint *)(this + 0x23bc) & 0xfffffff7) == 0)) {
if (*(float *)(this + 0x23c4) <= 0.0) {
fVar3 = 99999.9;
}
else {
lVar2 = (longdouble)IntervalTimer::Now();
fVar3 = (float)lVar2 - *(float *)(this + 0x23c4);
}
if (*(float *)(ent_steadystate_cooldown._28_4_ + 0x2c) <= fVar3 &&
fVar3 != *(float *)(ent_steadystate_cooldown._28_4_ + 0x2c)) {
return iVar1;
}
}
return 0;
}
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.