CChoreoScene::SpeechFinished
0x00bb1ab0 · 147 bytes · __thiscall
_ZNK12CChoreoScene14SpeechFinishedEv
Decompiled
undefined (1 param)
/* CChoreoScene::SpeechFinished() const */
bool __thiscall CChoreoScene::SpeechFinished(CChoreoScene *this)
{
int iVar1;
int iVar2;
int iVar3;
longdouble extraout_ST0;
float fVar4;
float local_20;
iVar3 = 0;
local_20 = -1.0;
iVar1 = *(int *)(this + 0x10);
if (0 < iVar1) {
do {
while (iVar2 = CChoreoEvent::GetType(*(CChoreoEvent **)(*(int *)(this + 4) + iVar3 * 4)),
iVar2 == 5) {
iVar2 = iVar3 * 4;
iVar3 = iVar3 + 1;
CChoreoEvent::GetEndTime(*(CChoreoEvent **)(*(int *)(this + 4) + iVar2));
fVar4 = (float)extraout_ST0;
if ((float)extraout_ST0 <= local_20) {
fVar4 = local_20;
}
local_20 = fVar4;
if (iVar3 == iVar1) goto LAB_00bb1b20;
}
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
LAB_00bb1b20:
if (0.0 <= local_20) {
return local_20 < *(float *)(this + 0x7c) || local_20 == *(float *)(this + 0x7c);
}
}
return false;
}
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.