L L4D2node

CBaseEntity::GetLastThink

0x0040e280 · 102 bytes · __thiscall

_ZN11CBaseEntity12GetLastThinkEPKc

Decompiled

undefined (2 params)

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

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

{
  int iVar1;
  
  if (param_1 != (char *)0x0) {
    iVar1 = GetIndexForThinkContext(this,param_1);
    return (longdouble)
           ((float)*(int *)(*(int *)(this + 0xa4) + iVar1 * 0x14 + 0x10) *
           *(float *)(gpGlobals + 0x1c));
  }
  return (longdouble)((float)*(int *)(this + 0x9c) * *(float *)(gpGlobals + 0x1c));
}

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)