CEventRegister::Reregister
0x00b08260 · 85 bytes · __thiscall
_ZN14CEventRegister10ReregisterEv
Decompiled
undefined (1 param)
/* CEventRegister::Reregister() */
void __thiscall CEventRegister::Reregister(CEventRegister *this)
{
int iVar1;
float fVar2;
iVar1 = gpGlobals;
if ((1e-06 < *(float *)(this + 8)) && (*(CTimedEventMgr **)this != (CTimedEventMgr *)0x0)) {
fVar2 = *(float *)(this + 4);
if (fVar2 < *(float *)(gpGlobals + 0xc) || fVar2 == *(float *)(gpGlobals + 0xc)) {
do {
fVar2 = fVar2 + *(float *)(this + 8);
*(float *)(this + 4) = fVar2;
} while (fVar2 < *(float *)(iVar1 + 0xc) || fVar2 == *(float *)(iVar1 + 0xc));
}
CTimedEventMgr::RegisterForNextEvent(*(CTimedEventMgr **)this,this);
}
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.