CSprite::AnimateThink
0x004c3770 · 106 bytes · __thiscall
_ZN7CSprite12AnimateThinkEv
Decompiled
undefined (1 param)
/* CSprite::AnimateThink() */
void __thiscall CSprite::AnimateThink(CSprite *this)
{
Animate(this,(*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x470)) * *(float *)(this + 0x448));
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
*(undefined4 *)(this + 0x470) = *(undefined4 *)(gpGlobals + 0xc);
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.