L L4D2node

CCarProp::ChirpStartThink

0x007fe670 · 321 bytes · __thiscall

_ZN8CCarProp15ChirpStartThinkEv

Decompiled

undefined (1 param)

/* CCarProp::ChirpStartThink() */

void __thiscall CCarProp::ChirpStartThink(CCarProp *this)

{
  float fVar1;
  undefined4 uVar2;
  longdouble lVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  char *pcVar7;
  undefined1 local_24 [20];
  
  pcVar7 = "ContextAlarm";
  uVar6 = 0;
  uVar4 = 0;
  uVar5 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)0x0);
  uVar2 = car_alarm_chirp_interval._28_4_;
  this[0x16f4] = (CCarProp)0x0;
  fVar1 = *(float *)(uVar2 + 0x2c);
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + fVar1 != *(float *)(this + 0x170c)) {
    (**(code **)(*(int *)(this + 0x1704) + 4))(this + 0x1704,this + 0x170c,uVar4,uVar5,uVar6,pcVar7)
    ;
    *(float *)(this + 0x170c) = (float)lVar3 + fVar1;
  }
  if (fVar1 != *(float *)(this + 0x1708)) {
    (**(code **)(*(int *)(this + 0x1704) + 4))(this + 0x1704,this + 0x1708);
    *(float *)(this + 0x1708) = fVar1;
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x16c4),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)ChirpEndThink);
  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)