CDynamicLight::DynamicLightThink
0x0066a5f0 · 252 bytes · __thiscall
_ZN13CDynamicLight17DynamicLightThinkEv
Decompiled
undefined (1 param)
/* CDynamicLight::DynamicLightThink() */
void __thiscall CDynamicLight::DynamicLightThink(CDynamicLight *this)
{
CBaseEntity CVar1;
CBaseEntity *this_00;
float local_24;
float local_20;
float local_1c;
QAngle local_18 [12];
if (*(int *)(this + 0xf8) != 0) {
this_00 = (CBaseEntity *)CBaseEntity::GetNextTarget((CBaseEntity *)this);
if (this_00 != (CBaseEntity *)0x0) {
if (((byte)this[0x14d] & 8) == 0) {
CVar1 = this_00[0x14d];
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
CVar1 = this_00[0x14d];
}
if (((byte)CVar1 & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
local_24 = *(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0);
local_20 = *(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4);
local_1c = *(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8);
VectorAngles((Vector *)&local_24,local_18);
CBaseEntity::SetAbsAngles((CBaseEntity *)this,local_18);
}
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.