L L4D2node

CCSPlayer::PushawayThink

0x00650e80 · 64 bytes · __thiscall

_ZN9CCSPlayer13PushawayThinkEv

Decompiled

undefined (1 param)

/* CCSPlayer::PushawayThink() */

void __thiscall CCSPlayer::PushawayThink(CCSPlayer *this)

{
  PerformObstaclePushaway((CBaseCombatCharacter *)this);
  CBaseEntity::SetNextThink
            ((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.05,"CSPushawayThink");
  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)