L L4D2node

CInfoIntermission::Think

0x006e2b60 · 199 bytes · __thiscall

_ZN17CInfoIntermission5ThinkEv

Decompiled

undefined (1 param)

/* CInfoIntermission::Think() */

void __thiscall CInfoIntermission::Think(CInfoIntermission *this)

{
  char *pcVar1;
  int iVar2;
  float local_34;
  float local_30;
  float local_2c;
  QAngle local_28 [24];
  
  pcVar1 = "";
  if (*(char **)(this + 0xf8) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0xf8);
  }
  iVar2 = CGlobalEntityList::FindEntityByName
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,(CBaseEntity *)0x0,
                     (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  if (iVar2 != 0) {
    local_34 = *(float *)(iVar2 + 0x39c) - *(float *)(this + 0x39c);
    local_30 = *(float *)(iVar2 + 0x3a0) - *(float *)(this + 0x3a0);
    local_2c = *(float *)(iVar2 + 0x3a4) - *(float *)(this + 0x3a4);
    VectorNormalize((Vector *)&local_34);
    VectorAngles((Vector *)&local_34,local_28);
    CBaseEntity::SetLocalAngles((CBaseEntity *)this,local_28);
  }
  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)