CBaseEntity::WillThink
0x0040e340 · 76 bytes · __thiscall
_ZN11CBaseEntity9WillThinkEv
Decompiled
undefined (1 param)
/* CBaseEntity::WillThink() */
undefined4 __thiscall CBaseEntity::WillThink(CBaseEntity *this)
{
int *piVar1;
int iVar2;
int iVar3;
if (0 < *(int *)(this + 0xd0)) {
return 1;
}
if (0 < *(int *)(this + 0xb0)) {
if (0 < *(int *)(*(int *)(this + 0xa4) + 0xc)) {
return 1;
}
iVar2 = 0;
iVar3 = *(int *)(this + 0xa4);
while (iVar2 = iVar2 + 1, iVar2 != *(int *)(this + 0xb0)) {
piVar1 = (int *)(iVar3 + 0x20);
iVar3 = iVar3 + 0x14;
if (0 < *piVar1) {
return 1;
}
}
}
return 0;
}
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.