L L4D2node

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 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)