L L4D2node

CCommentaryAuto::Think

0x00647f20 · 68 bytes · __thiscall

_ZN15CCommentaryAuto5ThinkEv

Decompiled

undefined (1 param)

/* CCommentaryAuto::Think() */

void __thiscall CCommentaryAuto::Think(CCommentaryAuto *this)

{
  if (g_CommentarySystem[0x1c] == '\0') {
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x440),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
    return;
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x458),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
  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)