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 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.