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 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.