DmeTime_t::DmeTime_t
0x00bf12e0 · 71 bytes · __thiscall
_ZN9DmeTime_tC1Ei14DmeFramerate_t
Decompiled
undefined (3 params)
/* DmeTime_t::DmeTime_t(int, DmeFramerate_t) */
void __thiscall DmeTime_t::DmeTime_t(DmeTime_t *this,int param_1,ushort *param_3)
{
longlong lVar1;
uint uVar2;
undefined4 uVar3;
uint uVar4;
uVar4 = (uint)*param_3;
lVar1 = (longlong)(int)(uint)param_3[1] * (longlong)param_1;
if (param_1 < 0) {
uVar2 = (uint)lVar1 - uVar4;
lVar1 = CONCAT44(((int)((ulonglong)lVar1 >> 0x20) - (uint)((uint)lVar1 < uVar4)) +
(uint)(0xfffffffe < uVar2),uVar2 + 1);
}
uVar3 = __divdi3(lVar1,uVar4,0);
*(undefined4 *)this = uVar3;
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.