CSprite::ExpandThink
0x004c3430 · 305 bytes · __thiscall
_ZN7CSprite11ExpandThinkEv
Decompiled
undefined (1 param)
/* CSprite::ExpandThink() */
void __thiscall CSprite::ExpandThink(CSprite *this)
{
CSprite CVar1;
CBaseEdict *pCVar2;
CSprite CVar3;
int iVar4;
float fVar5;
fVar5 = *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x470);
SetSpriteScale(this,fVar5 * *(float *)(this + 0x11c) + *(float *)(this + 0x45c));
CVar1 = this[0x127];
iVar4 = (int)((float)*(int *)(this + 0x100) * fVar5);
if (iVar4 <= (int)(uint)(byte)CVar1) {
CVar3 = (CSprite)((char)CVar1 - (char)iVar4);
if (CVar3 != CVar1) {
if (this[0x6c] == (CSprite)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
}
this[0x127] = CVar3;
}
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
*(undefined4 *)(this + 0x470) = *(undefined4 *)(gpGlobals + 0xc);
return;
}
if (CVar1 == (CSprite)0x0) {
CBaseEntity::Remove((CBaseEntity *)this);
return;
}
if (this[0x6c] == (CSprite)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
}
this[0x127] = (CSprite)0x0;
CBaseEntity::Remove((CBaseEntity *)this);
return;
}
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.