L L4D2node

CEnvWind::WindThink

0x0066c570 · 76 bytes · __thiscall

_ZN8CEnvWind9WindThinkEv

Decompiled

undefined (1 param)

/* CEnvWind::WindThink() */

void __thiscall CEnvWind::WindThink(CEnvWind *this)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)
          CEnvWindShared::WindThink((CEnvWindShared *)(this + 0x440),*(float *)(gpGlobals + 0xc));
  CBaseEntity::SetNextThink((CBaseEntity *)this,(float)lVar1,(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)