L L4D2node

CEnvEffectsScript::Think

0x0068da40 · 82 bytes · __thiscall

_ZN17CEnvEffectsScript5ThinkEv

Decompiled

undefined (1 param)

/* CEnvEffectsScript::Think() */

void __thiscall CEnvEffectsScript::Think(CEnvEffectsScript *this)

{
  (**(code **)(*(int *)this + 0x32c))(this);
  (**(code **)(*(int *)this + 0x364))(this,this);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(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)