CEnvProjectedTexture::InitialThink
0x00693e30 · 229 bytes · __thiscall
_ZN20CEnvProjectedTexture12InitialThinkEv
Decompiled
undefined (1 param)
/* CEnvProjectedTexture::InitialThink() */
void __thiscall CEnvProjectedTexture::InitialThink(CEnvProjectedTexture *this)
{
uint uVar1;
CBaseEdict *this_00;
char *pcVar2;
int *piVar3;
int iVar4;
undefined4 *puVar5;
int *piVar6;
undefined *puVar7;
pcVar2 = "";
if (*(char **)(this + 0xf8) != (char *)0x0) {
pcVar2 = *(char **)(this + 0xf8);
}
piVar3 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
piVar6 = (int *)0x0;
uVar1 = *(uint *)(this + 0x440);
if (((uVar1 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
piVar6 = *(int **)(puVar7 + 4);
}
if (piVar3 != piVar6) {
if (this[0x6c] == (CEnvProjectedTexture)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CEnvProjectedTexture)((byte)this[0x70] | 1);
}
if (piVar3 == (int *)0x0) {
*(undefined4 *)(this + 0x440) = 0xffffffff;
return;
}
puVar5 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
*(undefined4 *)(this + 0x440) = *puVar5;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.