L L4D2node

SimThink_EntityChanged

0x0067b750 · 613 bytes · __cdecl

_Z22SimThink_EntityChangedP11CBaseEntity

Decompiled

undefined (1 param)

/* SimThink_EntityChanged(CBaseEntity*) */

void SimThink_EntityChanged(CBaseEntity *param_1)

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  ushort uVar3;
  undefined4 uVar4;
  uint *puVar5;
  uint uVar6;
  undefined4 uVar7;
  uint uVar8;
  uint uVar9;
  int iVar10;
  int iVar11;
  
  if (((byte)param_1[0x14c] & 1) != 0) {
    return;
  }
  puVar5 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  uVar7 = g_SimThinkManager._8208_4_;
  if (*puVar5 == 0xffffffff) {
    return;
  }
  uVar9 = *puVar5 & 0xfff;
  if ((*(uint *)(param_1 + 0x14c) & 0xc00000) == 0xc00000) {
    uVar3 = *(ushort *)(g_SimThinkManager + uVar9 * 2 + 4);
    uVar6 = (uint)uVar3;
    if (uVar6 == 0xffff) {
      return;
    }
    if (0 < (int)g_SimThinkManager._8208_4_) {
      uVar8 = g_SimThinkManager._8208_4_ - 1;
      if (uVar6 != uVar8) {
        puVar1 = (undefined4 *)(g_SimThinkManager._8196_4_ + uVar8 * 8);
        puVar2 = (undefined4 *)(g_SimThinkManager._8196_4_ + uVar6 * 8);
        *puVar2 = *puVar1;
        puVar2[1] = puVar1[1];
        uVar8 = g_SimThinkManager._8208_4_ - 1;
      }
      g_SimThinkManager._8208_4_ = uVar8;
      *(undefined2 *)(g_SimThinkManager + uVar9 * 2 + 4) = 0xffff;
      if ((int)uVar8 <= (int)uVar6) {
        return;
      }
      *(ushort *)
       (g_SimThinkManager + (uint)*(ushort *)(g_SimThinkManager._8196_4_ + uVar6 * 8) * 2 + 4) =
           uVar3;
      return;
    }
    *(undefined2 *)(g_SimThinkManager + uVar9 * 2 + 4) = 0xffff;
    return;
  }
  uVar3 = *(ushort *)(g_SimThinkManager + uVar9 * 2 + 4);
  if (uVar3 != 0xffff) {
    if ((*(uint *)(param_1 + 0x14c) & 0x800000) != 0) {
      iVar11 = g_SimThinkManager._8196_4_ + (uint)uVar3 * 8;
      uVar7 = CBaseEntity::GetFirstThinkTick(param_1);
      *(undefined4 *)(iVar11 + 4) = uVar7;
      return;
    }
    *(undefined4 *)(g_SimThinkManager._8196_4_ + 4 + (uint)uVar3 * 8) = 0;
    return;
  }
  iVar11 = g_SimThinkManager._8208_4_ + 1;
  if ((iVar11 <= (int)g_SimThinkManager._8200_4_) || ((int)g_SimThinkManager._8204_4_ < 0))
  goto LAB_0067b883;
  if (g_SimThinkManager._8204_4_ == 0) {
    if (g_SimThinkManager._8200_4_ == 0) {
      if (iVar11 < 5) {
        g_SimThinkManager._8200_4_ = 4;
        goto LAB_0067b94f;
      }
      g_SimThinkManager._8200_4_ = 4;
    }
    do {
      g_SimThinkManager._8200_4_ = g_SimThinkManager._8200_4_ * 2;
    } while ((int)g_SimThinkManager._8200_4_ < iVar11);
  }
  else {
    for (g_SimThinkManager._8200_4_ =
              ((int)g_SimThinkManager._8208_4_ / (int)g_SimThinkManager._8204_4_ + 1) *
              g_SimThinkManager._8204_4_; (int)g_SimThinkManager._8200_4_ < iVar11;
        g_SimThinkManager._8200_4_ = (g_SimThinkManager._8200_4_ + iVar11) / 2) {
    }
  }
LAB_0067b94f:
  if (g_SimThinkManager._8196_4_ == 0) {
    g_SimThinkManager._8196_4_ = malloc(g_SimThinkManager._8200_4_ << 3);
  }
  else {
    g_SimThinkManager._8196_4_ =
         realloc((void *)g_SimThinkManager._8196_4_,g_SimThinkManager._8200_4_ << 3);
    iVar11 = g_SimThinkManager._8208_4_ + 1;
  }
LAB_0067b883:
  iVar10 = (iVar11 - uVar7) + -1;
  g_SimThinkManager._8208_4_ = iVar11;
  g_SimThinkManager._8212_4_ = g_SimThinkManager._8196_4_;
  if (0 < iVar10) {
    _V_memmove((void *)(g_SimThinkManager._8196_4_ + 8 + uVar7 * 8),
               (void *)(g_SimThinkManager._8196_4_ + uVar7 * 8),iVar10 * 8);
  }
  uVar4 = g_SimThinkManager._8196_4_;
  *(short *)(g_SimThinkManager + uVar9 * 2 + 4) = (short)uVar7;
  *(short *)(uVar4 + (uVar7 & 0xffff) * 8) = (short)uVar9;
  *(undefined4 *)
   (g_SimThinkManager._8196_4_ + 4 + (uint)*(ushort *)(g_SimThinkManager + uVar9 * 2 + 4) * 8) = 0;
  if (((byte)param_1[0x14e] & 0x80) != 0) {
    iVar11 = g_SimThinkManager._8196_4_ + (uint)*(ushort *)(g_SimThinkManager + uVar9 * 2 + 4) * 8;
    uVar7 = CBaseEntity::GetFirstThinkTick(param_1);
    *(undefined4 *)(iVar11 + 4) = uVar7;
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)