L L4D2node

CBaseEntity::GetFirstThinkTick

0x0040e440 · 76 bytes · __thiscall

_ZN11CBaseEntity17GetFirstThinkTickEv

Decompiled

undefined (1 param)

/* CBaseEntity::GetFirstThinkTick() */

void __thiscall CBaseEntity::GetFirstThinkTick(CBaseEntity *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = *(int *)(this + 0xd0);
  if (iVar3 < 1) {
    iVar3 = -1;
  }
  if (0 < *(int *)(this + 0xb0)) {
    iVar4 = *(int *)(this + 0xa4);
    iVar1 = iVar4 + *(int *)(this + 0xb0) * 0x14;
    do {
      iVar2 = *(int *)(iVar4 + 0xc);
      if ((0 < iVar2) && ((iVar2 < iVar3 || (iVar3 == -1)))) {
        iVar3 = iVar2;
      }
      iVar4 = iVar4 + 0x14;
    } while (iVar4 != iVar1);
  }
  return;
}

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)