FrameForTime
0x00bf15f0 · 52 bytes · __cdecl
_Z12FrameForTime9DmeTime_t14DmeFramerate_t
Decompiled
undefined (2 params)
/* FrameForTime(DmeTime_t, DmeFramerate_t) */
void FrameForTime(undefined4 param_1,undefined2 *param_2)
{
undefined2 local_10;
undefined2 local_e;
local_10 = *param_2;
local_e = param_2[1];
DmeTime_t::CurrentFrame((DmeTime_t *)¶m_1,&local_10,1);
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.