CGunTarget::Next
0x006d8040 · 206 bytes · __thiscall
_ZN10CGunTarget4NextEv
Decompiled
undefined (1 param)
/* CGunTarget::Next() */
void __thiscall CGunTarget::Next(CGunTarget *this)
{
uint uVar1;
int iVar2;
int *piVar3;
uint *puVar4;
undefined *puVar5;
CGunTarget *pCVar6;
undefined4 uVar7;
undefined4 uVar8;
undefined4 uVar9;
undefined4 uVar10;
undefined1 local_14 [12];
uVar10 = 0;
uVar9 = 0;
uVar7 = 0;
uVar8 = 0;
pCVar6 = this;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
piVar3 = (int *)CBaseEntity::GetNextTarget((CBaseEntity *)this);
if (piVar3 == (int *)0x0) {
*(undefined4 *)(this + 0x4bc) = 0xffffffff;
}
else {
puVar4 = (uint *)(**(code **)(*piVar3 + 0xc))(piVar3,pCVar6,uVar7,uVar8,uVar9,uVar10);
puVar5 = g_pEntityList;
uVar1 = *puVar4;
*(uint *)(this + 0x4bc) = uVar1;
if ((((uVar1 != 0xffffffff) &&
(puVar5 = puVar5 + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (iVar2 = *(int *)(puVar5 + 4), iVar2 != 0)) {
*(code **)(this + 0x14) = Wait;
*(undefined4 *)(this + 0x18) = 0;
CBaseToggle::LinearMove
((CBaseToggle *)this,(Vector *)(iVar2 + 0x39c),*(float *)(this + 0x11c));
return;
}
}
Stop(this);
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.