L L4D2node

COuttroStats::SkipThink

0x00686ef0 · 119 bytes · __thiscall

_ZN12COuttroStats9SkipThinkEv

Decompiled

undefined (1 param)

/* COuttroStats::SkipThink() */

void __thiscall COuttroStats::SkipThink(COuttroStats *this)

{
  int local_14;
  int local_10 [2];
  
  local_14 = 0;
  local_10[0] = 0;
  CalcSkipState(this,&local_14,local_10);
  if (local_14 < local_10[0]) {
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
    return;
  }
  CDirector::StartScenarioExit(TheDirector);
  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)