CChoreoScene::FindStopTime
0x00baf1e0 · 118 bytes · __thiscall
_ZN12CChoreoScene12FindStopTimeEv.part.29
Decompiled
undefined (1 param)
/* CChoreoScene::FindStopTime() [clone .part.29] */
void __thiscall CChoreoScene::FindStopTime(CChoreoScene *this)
{
int iVar1;
CChoreoEvent *this_00;
char cVar2;
int in_EAX;
int iVar3;
longdouble lVar4;
float fVar5;
float local_20;
iVar1 = *(int *)(in_EAX + 0x10);
if (0 < iVar1) {
iVar3 = 0;
local_20 = 0.0;
do {
this_00 = *(CChoreoEvent **)(*(int *)(in_EAX + 4) + iVar3 * 4);
cVar2 = CChoreoEvent::HasEndTime(this_00);
if (cVar2 == '\0') {
lVar4 = (longdouble)CChoreoEvent::GetStartTime(this_00);
}
else {
lVar4 = (longdouble)CChoreoEvent::GetEndTime(this_00);
}
iVar3 = iVar3 + 1;
fVar5 = (float)lVar4;
if ((float)lVar4 <= local_20) {
fVar5 = local_20;
}
local_20 = fVar5;
} while (iVar3 != iVar1);
}
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.