L L4D2node

CHLTVDirector::FrameUpdatePostEntityThink

0x006d96a0 · 148 bytes · __thiscall

_ZN13CHLTVDirector26FrameUpdatePostEntityThinkEv

Decompiled

undefined (1 param)

/* CHLTVDirector::FrameUpdatePostEntityThink() */

void __thiscall CHLTVDirector::FrameUpdatePostEntityThink(CHLTVDirector *this)

{
  if (*(int *)(this + 0x14) != 0) {
    (**(code **)(*(int *)this + 100))(this);
    if ((*(int *)(this + 0x40) < *(int *)(gpGlobals + 0x18)) && (10.0 <= *(float *)(this + 0x18))) {
      *(int *)(this + 0x40) =
           *(int *)(gpGlobals + 0x18) + (int)(0.5 / *(float *)(gpGlobals + 0x1c) + 0.5);
      (**(code **)(*(int *)this + 0x68))(this);
      (**(code **)(*(int *)this + 0x6c))(this);
    }
    if (*(int *)(this + 0x1c) < 1) {
                    /* WARNING: Could not recover jumptable at 0x006d973d. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x50))();
      return;
    }
    if (*(int *)(this + 0x38) <= *(int *)(this + 0x1c)) {
                    /* WARNING: Could not recover jumptable at 0x006d972d. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x48))();
      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)