L L4D2node

CGameRules::FrameUpdatePostEntityThink

0x0045f690 · 426 bytes · __thiscall

_ZN10CGameRules26FrameUpdatePostEntityThinkEv

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CGameRules::FrameUpdatePostEntityThink() */

void __thiscall CGameRules::FrameUpdatePostEntityThink(CGameRules *this)

{
  int iVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  char cVar4;
  int iVar5;
  int iVar6;
  undefined4 local_24;
  undefined4 local_20;
  
  local_24 = 0;
  local_20 = 0;
  if (___atan2f_finite == 0) {
    iVar6 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_24,0,0,0,0,
               "/data/src/game/server/../../game/shared/gamerules.cpp",0x243,
               &FrameUpdatePostEntityThink()::tm_fmt,"(%s)%s","Unaccounted",
               "CGameRules::FrameUpdatePostEntityThink");
    iVar6 = ___atan2f_finite;
  }
  uVar3 = local_20;
  uVar2 = local_24;
  iVar1 = _DAT_0105db00;
  if ((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) {
                    /* try { // try from 0045f7d8 to 0045f827 has its CatchHandler @ 0045f8d6 */
    iVar5 = ThreadGetCurrentId();
    if (iVar1 == iVar5) {
      if ((char *)*_DAT_0105d15c != "CGameRules::FrameUpdatePostEntityThink") {
        _DAT_0105d15c =
             (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc14004,(char *)0x1,0xbfafa1);
      }
      CVProfNode::EnterScope();
      DAT_0105d158 = '\0';
    }
  }
                    /* try { // try from 0045f743 to 0045f748 has its CatchHandler @ 0045f843 */
  (**(code **)(*(int *)this + 0xac))(this);
  iVar1 = _DAT_0105db00;
  if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
    iVar5 = ThreadGetCurrentId();
    if (iVar1 == iVar5) {
      cVar4 = CVProfNode::ExitScope();
      if (cVar4 != '\0') {
        _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
      }
      DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
    }
  }
  if (iVar6 != 0) {
    (**(code **)(iVar6 + 0x54))(iVar6,uVar2,uVar3,0,0,0);
  }
  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)