L L4D2node

DmeTime_t::CurrentFrame

0x00bf1500 · 209 bytes · __thiscall

_ZNK9DmeTime_t12CurrentFrameE14DmeFramerate_t12RoundStyle_t

Decompiled

undefined (3 params)

/* DmeTime_t::CurrentFrame(DmeFramerate_t, RoundStyle_t) const */

void __thiscall DmeTime_t::CurrentFrame(DmeTime_t *this,ushort *param_2,int param_3)

{
  ushort uVar1;
  longlong lVar2;
  uint uVar3;
  uint uVar4;
  uint uVar5;
  
  uVar1 = param_2[1];
  uVar5 = (uint)uVar1;
  uVar3 = (uint)*param_2;
  lVar2 = (longlong)(int)uVar3 * (longlong)*(int *)this;
  if (*(int *)this < 0) {
    if (param_3 == 0) {
      lVar2 = (lVar2 - (ulonglong)(uVar1 >> 1)) + (ulonglong)uVar3;
    }
    else if (param_3 == 1) {
      uVar4 = (uint)lVar2 - uVar5;
      lVar2 = CONCAT44(((int)((ulonglong)lVar2 >> 0x20) - (uint)((uint)lVar2 < uVar5)) +
                       (uint)CARRY4(uVar4,uVar3),uVar4 + uVar3);
    }
  }
  else {
    if (param_3 == 0) {
      __divdi3(lVar2 + (ulonglong)(uVar1 >> 1),uVar5,0);
      return;
    }
    if (param_3 == 2) {
      uVar4 = (uint)(lVar2 + (ulonglong)uVar5);
      lVar2 = CONCAT44((int)(lVar2 + (ulonglong)uVar5 >> 0x20) - (uint)(uVar4 < uVar3),uVar4 - uVar3
                      );
    }
    else if (param_3 == 1) {
      lVar2 = lVar2 + (ulonglong)uVar3;
    }
  }
  __divdi3(lVar2,uVar5,0);
  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)