L L4D2node

CItemSoda::CanThink

0x0066c3f0 · 237 bytes · __thiscall

_ZN9CItemSoda8CanThinkEv

Decompiled

undefined (1 param)

/* CItemSoda::CanThink() */

void __thiscall CItemSoda::CanThink(CItemSoda *this)

{
  undefined1 local_34 [16];
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  CBaseEntity::EmitSound((CBaseEntity *)this,"ItemSoda.Bounce",0.0,(float *)0x0);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 8));
  local_18 = 0x41000000;
  local_14 = 0x41000000;
  local_10 = 0x41000000;
  local_24 = 0xc1000000;
  local_20 = 0xc1000000;
  local_1c = 0;
  UTIL_SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
  CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)0x0);
  *(code **)(this + 0xd8) = CanTouch;
  *(undefined4 *)(this + 0xdc) = 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)