DmeTime_t::TimeAtPrevFrame
0x00bf1730 · 115 bytes · __cdecl
_ZNK9DmeTime_t15TimeAtPrevFrameE14DmeFramerate_t
Decompiled
undefined (1 param)
/* DmeTime_t::TimeAtPrevFrame(DmeFramerate_t) const */
undefined4 * DmeTime_t::TimeAtPrevFrame(undefined4 *param_1,DmeTime_t *param_2,ushort *param_3)
{
longlong lVar1;
int iVar2;
undefined4 uVar3;
uint uVar4;
uint uVar5;
ushort local_20;
ushort local_1e;
local_20 = *param_3;
uVar4 = (uint)local_20;
local_1e = param_3[1];
uVar5 = (uint)local_1e;
iVar2 = CurrentFrame(param_2,&local_20,2);
lVar1 = (longlong)(int)uVar5 * (longlong)(iVar2 + -1);
if (iVar2 + -1 < 0) {
uVar5 = (uint)lVar1 - uVar4;
lVar1 = CONCAT44(((int)((ulonglong)lVar1 >> 0x20) - (uint)((uint)lVar1 < uVar4)) +
(uint)(0xfffffffe < uVar5),uVar5 + 1);
}
uVar3 = __divdi3(lVar1,uVar4,0);
*param_1 = uVar3;
return param_1;
}
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.