L L4D2node

CMomentaryRotButton::UpdateThink

0x006387e0 · 92 bytes · __thiscall

_ZN19CMomentaryRotButton11UpdateThinkEv

Decompiled

undefined (1 param)

/* CMomentaryRotButton::UpdateThink() */

void __thiscall CMomentaryRotButton::UpdateThink(CMomentaryRotButton *this)

{
  GetPos(this,(QAngle *)(this + 0x3a8));
  if (this[0x62c] != (CMomentaryRotButton)0x0) {
    UpdateTarget((float)this,(CBaseEntity *)0x0);
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  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)