L L4D2node

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 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)