CBaseEntity::CheckHasThinkFunction
0x0040e490 · 134 bytes · __thiscall
_ZN11CBaseEntity21CheckHasThinkFunctionEb
Decompiled
undefined (2 params)
/* CBaseEntity::CheckHasThinkFunction(bool) */
void __thiscall CBaseEntity::CheckHasThinkFunction(CBaseEntity *this,bool param_1)
{
int *piVar1;
uint uVar2;
int iVar3;
int iVar4;
uVar2 = *(uint *)(this + 0x14c);
if ((uVar2 & 0x400000) == 0) {
if ((!param_1) && (*(int *)(this + 0xd0) < 1)) {
if (*(int *)(this + 0xb0) < 1) {
LAB_0040e518:
*(uint *)(this + 0x14c) = uVar2 | 0x400000;
}
else if (*(int *)(*(int *)(this + 0xa4) + 0xc) < 1) {
iVar3 = 0;
iVar4 = *(int *)(this + 0xa4);
do {
iVar3 = iVar3 + 1;
if (iVar3 == *(int *)(this + 0xb0)) goto LAB_0040e518;
piVar1 = (int *)(iVar4 + 0x20);
iVar4 = iVar4 + 0x14;
} while (*piVar1 < 1);
}
}
}
else if (param_1) {
*(uint *)(this + 0x14c) = uVar2 & 0xffbfffff;
SimThink_EntityChanged(this);
return;
}
SimThink_EntityChanged(this);
return;
}
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.