L L4D2node

CPropBreakableWall::Think

0x007e6700 · 245 bytes · __thiscall

_ZN18CPropBreakableWall5ThinkEv

Decompiled

undefined (1 param)

/* CPropBreakableWall::Think() */

void __thiscall CPropBreakableWall::Think(CPropBreakableWall *this)

{
  code *UNRECOVERED_JUMPTABLE;
  Vector *pVVar1;
  int iVar2;
  
  if (TheNavMesh[0x4c] == (CNavMesh)0x0) {
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
  }
  else {
    pVVar1 = (Vector *)(**(code **)(*(int *)this + 0x288))(this);
    iVar2 = CNavMesh::GetNearestNavArea(TheNavMesh,pVVar1,false,10000.0,false,true,false);
    if (iVar2 == 0) {
      *(undefined4 *)(this + 0x17ec) = 0xffffffff;
    }
    else {
      *(uint *)(iVar2 + 0x54) = *(uint *)(iVar2 + 0x54) | 0x80000;
      *(undefined4 *)(this + 0x17ec) = *(undefined4 *)(iVar2 + 0x8c);
    }
    CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
    UNRECOVERED_JUMPTABLE = *(code **)(this + 0x1c);
    if (UNRECOVERED_JUMPTABLE != (code *)0x0) {
      if (((uint)UNRECOVERED_JUMPTABLE & 1) == 0) {
                    /* WARNING: Could not recover jumptable at 0x007e67a6. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (*UNRECOVERED_JUMPTABLE)();
        return;
      }
                    /* WARNING: Could not recover jumptable at 0x007e67be. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(UNRECOVERED_JUMPTABLE + *(int *)(this + *(int *)(this + 0x20)) + -1))();
      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)