L L4D2node

CBaseEntity::GetNextThink

0x0040e1b0 · 115 bytes · __thiscall

_ZN11CBaseEntity12GetNextThinkEPKc

Decompiled

undefined (2 params)

/* CBaseEntity::GetNextThink(char const*) */

longdouble __thiscall CBaseEntity::GetNextThink(CBaseEntity *this,char *param_1)

{
  int iVar1;
  
  if (param_1 == (char *)0x0) {
    iVar1 = *(int *)(this + 0xd0);
  }
  else {
    iVar1 = GetIndexForThinkContext(this,param_1);
    if (iVar1 == -1) goto LAB_0040e213;
    iVar1 = *(int *)(*(int *)(this + 0xa4) + iVar1 * 0x14 + 0xc);
  }
  if (iVar1 != -1) {
    return (longdouble)((float)iVar1 * *(float *)(gpGlobals + 0x1c));
  }
LAB_0040e213:
  return (longdouble)-1.0;
}

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)