L L4D2node

CBaseEntity::RegisterThinkContext

0x00410a00 · 145 bytes · __thiscall

_ZN11CBaseEntity20RegisterThinkContextEPKc

Decompiled

undefined (2 params)

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

void __thiscall CBaseEntity::RegisterThinkContext(CBaseEntity *this,char *param_1)

{
  int iVar1;
  undefined4 local_40 [4];
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  
  iVar1 = GetIndexForThinkContext(this,param_1);
  if (iVar1 != -1) {
    return;
  }
  _V_memset((thinkfunc_t *)&local_30,0,0x14);
  local_30 = 0;
  local_2c = 0;
  local_24 = 0;
  AllocPooledString((char *)local_40);
  local_28 = local_40[0];
  CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>>::InsertBefore
            ((CUtlVector<thinkfunc_t,CUtlMemory<thinkfunc_t,int>> *)(this + 0xa4),
             *(int *)(this + 0xb0),(thinkfunc_t *)&local_30);
  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)