L L4D2node

CMessageEntity::Think

0x006f4d10 · 208 bytes · __thiscall

_ZN14CMessageEntity5ThinkEv

Decompiled

undefined (1 param)

/* CMessageEntity::Think() */

void __thiscall CMessageEntity::Think(CMessageEntity *this)

{
  int *piVar1;
  float local_18;
  float local_14;
  float local_10;
  
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  piVar1 = (int *)UTIL_GetLocalPlayer();
  if ((piVar1 != (int *)0x0) && ((*(byte *)((int)piVar1 + 0x151) & 0x80) == 0)) {
    (**(code **)(*piVar1 + 0x234))(&local_18,piVar1);
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    this[0x448] = (CMessageEntity)
                  (SQRT((local_14 - *(float *)(this + 0x2e4)) *
                        (local_14 - *(float *)(this + 0x2e4)) +
                        (local_10 - *(float *)(this + 0x2e8)) *
                        (local_10 - *(float *)(this + 0x2e8)) +
                        (local_18 - *(float *)(this + 0x2e0)) *
                        (local_18 - *(float *)(this + 0x2e0))) <= (float)*(int *)(this + 0x440));
  }
  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)