L L4D2node

CServerGameDLL::Think

0x006c4580 · 187 bytes · __cdecl

_ZN14CServerGameDLL5ThinkEb

Decompiled

undefined (1 param)

/* CServerGameDLL::Think(bool) */

void CServerGameDLL::Think(bool param_1)

{
  float fVar1;
  int iVar2;
  undefined3 in_stack_00000005;
  
  if ((*(float *)(_param_1 + 4) != 0.0) && (*(float *)(_param_1 + 4) < *(float *)(gpGlobals + 0xc)))
  {
    iVar2 = UTIL_PlayerByIndex(1);
    if (((iVar2 != 0) &&
        (((fVar1 = *(float *)(iVar2 + 0x1d5c), fVar1 == 0.0 ||
          (*(float *)(gpGlobals + 0xc) <= fVar1 && fVar1 != *(float *)(gpGlobals + 0xc))) &&
         (*(char *)(iVar2 + 0x2186) == '\0')))) &&
       (*(float *)(_param_1 + 8) <= (float)*(int *)(iVar2 + 0x100))) {
      (**(code **)(*engine + 0x94))(engine,"autosavedangerousissafe\n");
    }
    *(undefined4 *)(_param_1 + 4) = 0;
    *(undefined4 *)(_param_1 + 8) = 0;
  }
  if (g_pServerDemoSystem != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x006c45b8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*g_pServerDemoSystem + 8))();
    return;
  }
  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)