L L4D2node

CButtonTimed::OnUseFinished

0x00634c40 · 139 bytes · __thiscall

_ZN12CButtonTimed13OnUseFinishedEv

Decompiled

undefined (1 param)

/* CButtonTimed::OnUseFinished() */

void __thiscall CButtonTimed::OnUseFinished(CButtonTimed *this)

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined *puVar3;
  
  pCVar2 = (CBaseEntity *)0x0;
  uVar1 = *(uint *)(this + 0x494);
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    pCVar2 = *(CBaseEntity **)(puVar3 + 4);
  }
  COutputEvent::FireOutput((COutputEvent *)(this + 0x5c0),pCVar2,(CBaseEntity *)this,0.0);
  (**(code **)(*(int *)this + 0x330))(this);
  if (this[0x59c] == (CButtonTimed)0x0) {
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x00634cc9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x33c))();
  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)