CChoreoEvent::SnapTimes
0x00ba54e0 · 169 bytes · __thiscall
_ZN12CChoreoEvent9SnapTimesEv
Decompiled
undefined (1 param)
/* CChoreoEvent::SnapTimes() */
void __thiscall CChoreoEvent::SnapTimes(CChoreoEvent *this)
{
CChoreoScene *this_00;
longdouble lVar1;
float fVar2;
float fVar3;
fVar2 = *(float *)(this + 0x4c);
if ((fVar2 == -1.0) || (((byte)this[0x178] & 1) != 0)) {
this_00 = *(CChoreoScene **)(this + 0x128);
}
else {
this_00 = (CChoreoScene *)0x0;
if (*(CChoreoScene **)(this + 0x128) != (CChoreoScene *)0x0) {
lVar1 = (longdouble)CChoreoScene::SnapTime(*(CChoreoScene **)(this + 0x128),fVar2);
this_00 = *(CChoreoScene **)(this + 0x128);
fVar2 = (float)lVar1;
}
*(float *)(this + 0x4c) = fVar2;
}
fVar2 = *(float *)(this + 0x48);
fVar3 = fVar2;
if (this_00 != (CChoreoScene *)0x0) {
lVar1 = (longdouble)CChoreoScene::SnapTime(this_00,fVar2);
fVar3 = (float)lVar1;
}
*(float *)(this + 0x48) = fVar3;
if (((byte)this[0x178] & 1) != 0) {
*(float *)(this + 0x4c) = (*(float *)(this + 0x4c) - fVar2) + 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.