L L4D2node

CShower::Think

0x00699c90 · 208 bytes · __thiscall

_ZN7CShower5ThinkEv

Decompiled

undefined (1 param)

/* CShower::Think() */

void __thiscall CShower::Think(CShower *this)

{
  float fVar1;
  code *pcVar2;
  
  pcVar2 = *(code **)(*(int *)g_pEffects + 0x10);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  (*pcVar2)(g_pEffects,this + 0x2e0,1,1,0);
  fVar1 = *(float *)(this + 0x11c);
  *(float *)(this + 0x11c) = fVar1 - 0.1;
  if (fVar1 - 0.1 <= 0.0) {
    UTIL_Remove((CBaseEntity *)this);
  }
  else {
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  }
  CBaseEntity::SetGroundEntity((CBaseEntity *)this,(CBaseEntity *)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)