L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)