L L4D2node

CPoseController::Think

0x004964e0 · 102 bytes · __thiscall

_ZN15CPoseController5ThinkEv

Decompiled

undefined (1 param)

/* CPoseController::Think() */

void __thiscall CPoseController::Think(CPoseController *this)

{
  int iVar1;
  
  if (this[0x454] == (CPoseController)0x0) {
    BuildPropList(this);
    SetCurrentPose(this,*(float *)(this + 0x460));
    iVar1 = gpGlobals;
    this[0x454] = (CPoseController)0x1;
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(iVar1 + 0xc) + 1.0,(char *)0x0);
  }
  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)