L L4D2node

CLogicLineToEntity::Think

0x006e8db0 · 567 bytes · __thiscall

_ZN18CLogicLineToEntity5ThinkEv

Decompiled

undefined (1 param)

/* CLogicLineToEntity::Think() */

void __thiscall CLogicLineToEntity::Think(CLogicLineToEntity *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  uint uVar4;
  CBaseEntity *this_00;
  undefined4 uVar5;
  undefined *puVar6;
  CBaseEntity *this_01;
  float fVar7;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  uVar5 = vec3_origin;
  this_01 = (CBaseEntity *)0x0;
  uVar4 = *(uint *)(this + 0x460);
  if (((uVar4 != 0xffffffff) &&
      (puVar6 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar6 + 8) == uVar4 >> 0xc)) {
    this_01 = *(CBaseEntity **)(puVar6 + 4);
  }
  uVar4 = *(uint *)(this + 0x45c);
  if (((((uVar4 == 0xffffffff) ||
        (puVar6 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
       ((*(uint *)(puVar6 + 8) != uVar4 >> 0xc ||
        ((this_00 = *(CBaseEntity **)(puVar6 + 4), this_01 == (CBaseEntity *)0x0 ||
         (this_00 == (CBaseEntity *)0x0)))))) || (*(int *)(this_01 + 0x30) == 0)) ||
     (*(int *)(this_00 + 0x30) == 0)) {
    local_20 = 3;
    *(undefined4 *)(this + 0x450) = 3;
    *(undefined4 *)(this + 0x440) = uVar5;
    local_30 = *(undefined4 *)(this + 0x440);
    *(undefined4 *)(this + 0x444) = DAT_01053d4c;
    *(undefined4 *)(this + 0x448) = DAT_01053d50;
    local_2c = *(undefined4 *)(this + 0x444);
    local_28 = *(undefined4 *)(this + 0x448);
    local_24 = *(undefined4 *)(this + 0x44c);
    CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x440),&local_30,this,this,0);
    fVar7 = 10.0;
  }
  else {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    if (((byte)this_01[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_01);
    }
    fVar7 = *(float *)(this_01 + 0x2e4);
    fVar1 = *(float *)(this_01 + 0x2e8);
    fVar2 = *(float *)(this_00 + 0x2e4);
    fVar3 = *(float *)(this_00 + 0x2e8);
    *(float *)(this + 0x440) = *(float *)(this_01 + 0x2e0) - *(float *)(this_00 + 0x2e0);
    local_30 = *(undefined4 *)(this + 0x440);
    local_20 = 3;
    *(float *)(this + 0x444) = fVar7 - fVar2;
    *(float *)(this + 0x448) = fVar1 - fVar3;
    *(undefined4 *)(this + 0x450) = 3;
    local_2c = *(undefined4 *)(this + 0x444);
    local_28 = *(undefined4 *)(this + 0x448);
    local_24 = *(undefined4 *)(this + 0x44c);
    CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x440),&local_30,this,this,0);
    fVar7 = 0.01;
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,fVar7 + *(float *)(gpGlobals + 0xc),(char *)0x0);
  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)