L L4D2node

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 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)