CIterativeSheetSimulator::Think
0x004b0cf0 · 125 bytes · __thiscall
_ZN24CIterativeSheetSimulator5ThinkEv
Decompiled
undefined (1 param)
/* CIterativeSheetSimulator::Think() */
undefined4 __thiscall CIterativeSheetSimulator::Think(CIterativeSheetSimulator *this)
{
CIterativeSheetSimulator CVar1;
undefined4 uVar2;
if ((char)this[0xb3] < '\0') {
CSheetSimulator::Simulate
((CSheetSimulator *)this,*(float *)(this + 0xa8),(int)*(float *)(this + 0xac));
CVar1 = this[0xb1];
this[0xb3] = (CIterativeSheetSimulator)0x0;
uVar2 = 1;
this[0xb1] = (CIterativeSheetSimulator)((char)CVar1 + -1);
if ((CIterativeSheetSimulator)((char)CVar1 + -1) == (CIterativeSheetSimulator)0x0) {
CSheetSimulator::ClampPointsToCollisionPlanes((CSheetSimulator *)this);
return 1;
}
}
else {
DetectCollisions(this);
uVar2 = 0;
}
return uVar2;
}
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.