CChoreoScene::ResetSimulation
0x00bb3070 · 296 bytes · __thiscall
_ZN12CChoreoScene15ResetSimulationEbff
Decompiled
undefined (4 params)
/* CChoreoScene::ResetSimulation(bool, float, float) */
void __thiscall
CChoreoScene::ResetSimulation(CChoreoScene *this,bool param_1,float param_2,float param_3)
{
char cVar1;
int iVar2;
int iVar3;
longdouble lVar4;
float fVar5;
CChoreoEvent *local_20 [4];
iVar3 = 0;
*(undefined4 *)(this + 0x60) = 0;
*(undefined4 *)(this + 0x4c) = 0;
*(undefined4 *)(this + 0x74) = 0;
if (0 < *(int *)(this + 0x10)) {
do {
while( true ) {
local_20[0] = *(CChoreoEvent **)(*(int *)(this + 4) + iVar3 * 4);
CChoreoEvent::ResetProcessing(local_20[0]);
iVar2 = CChoreoEvent::GetType(local_20[0]);
if (iVar2 != 1) break;
iVar3 = iVar3 + 1;
CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>>::InsertBefore
((CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>> *)(this + 0x68),
*(int *)(this + 0x74),local_20);
if (*(int *)(this + 0x10) <= iVar3) goto LAB_00bb310a;
}
cVar1 = CChoreoEvent::IsResumeCondition(local_20[0]);
if (cVar1 != '\0') {
CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>>::InsertBefore
((CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>> *)(this + 0x40),
*(int *)(this + 0x4c),local_20);
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0x10));
}
LAB_00bb310a:
lVar4 = (longdouble)FindAdjustedStartTime(this);
*(float *)(this + 0x88) = (float)lVar4;
lVar4 = (longdouble)FindAdjustedEndTime(this);
fVar5 = (float)lVar4;
*(float *)(this + 0x8c) = fVar5;
if (param_1) {
fVar5 = *(float *)(this + 0x88);
}
*(float *)(this + 0x7c) = fVar5;
*(undefined4 *)(this + 0x98) = 0;
*(float *)(this + 0x80) = param_2;
*(undefined4 *)(this + 0x90) = *(undefined4 *)(this + 0x10);
*(float *)(this + 0x84) = param_3;
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.