L L4D2node

CCarProp::AlarmEndThink

0x007fe3d0 · 178 bytes · __thiscall

_ZN8CCarProp13AlarmEndThinkEv

Decompiled

undefined (1 param)

/* CCarProp::AlarmEndThink() */

void __thiscall CCarProp::AlarmEndThink(CCarProp *this)

{
  CCarProp *pCVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  char *pcVar4;
  undefined1 local_14 [12];
  
  pcVar4 = "ContextAlarm";
  uVar3 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  uVar2 = 0;
  pCVar1 = this;
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x16ac),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  if (*(float *)(this + 0x170c) != -1.0) {
    (**(code **)(*(int *)(this + 0x1704) + 4))
              (this + 0x1704,this + 0x170c,pCVar1,uVar2,uVar3,pcVar4);
    *(undefined4 *)(this + 0x170c) = 0xbf800000;
  }
  *(undefined4 *)(this + 0xd8) = 0;
  *(undefined4 *)(this + 0xdc) = 0;
  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)