L L4D2node

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 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)