CChoreoScene::ParseFPS
0x00bafce0 · 106 bytes · __thiscall
_ZN12CChoreoScene8ParseFPSEv
Decompiled
undefined (1 param)
/* CChoreoScene::ParseFPS() */
void __thiscall CChoreoScene::ParseFPS(CChoreoScene *this)
{
char *__nptr;
long lVar1;
int iVar2;
int iVar3;
(**(code **)(**(int **)(this + 0xa4) + 4))(*(int **)(this + 0xa4),1);
__nptr = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
lVar1 = strtol(__nptr,(char **)0x0,10);
iVar3 = 10;
if (9 < lVar1) {
iVar3 = lVar1;
}
iVar2 = 0xf0;
if (iVar3 < 0xf1) {
iVar2 = iVar3;
}
*(int *)(this + 0x128) = iVar2;
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.