L L4D2node

CSceneManager::Think

0x00815f80 · 436 bytes · __thiscall

_ZN13CSceneManager5ThinkEv

Decompiled

undefined (1 param)

/* CSceneManager::Think() */

void __thiscall CSceneManager::Think(CSceneManager *this)

{
  uint uVar1;
  int *piVar2;
  bool bVar3;
  undefined *puVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  longdouble lVar8;
  float fVar9;
  
  g_bClientFlex = *(int *)(scene_clientflex._28_4_ + 0x30) != 0;
  iVar5 = 0;
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.001,(char *)0x0);
  fVar9 = *(float *)(gpGlobals + 0xc);
  lVar8 = (longdouble)CBaseEntity::GetLastThink((CBaseEntity *)this,(char *)0x0);
  bVar3 = false;
  fVar9 = fVar9 - (float)lVar8;
  if (0.1 <= fVar9) {
    fVar9 = 0.1;
  }
  iVar6 = *(int *)(this + 0x44c);
  if (0 < *(int *)(this + 0x44c)) {
LAB_0081603b:
    do {
      uVar1 = *(uint *)(*(int *)(this + 0x440) + iVar5 * 4);
      if ((((uVar1 == 0xffffffff) ||
           (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) ||
         (piVar2 = *(int **)(puVar4 + 4), piVar2 == (int *)0x0)) {
        bVar3 = true;
      }
      else {
        (**(code **)(*piVar2 + 0x33c))(piVar2,fVar9);
        iVar7 = *(int *)(this + 0x44c);
        if (iVar7 < iVar6) {
          iVar6 = iVar7;
          if (iVar7 <= iVar5) break;
          goto LAB_0081603b;
        }
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 < iVar6);
    if ((bVar3) && (iVar6 = iVar6 + -1, -1 < iVar6)) {
      iVar5 = iVar6 * 4;
      do {
        while (((uVar1 = *(uint *)(*(int *)(this + 0x440) + iVar5), uVar1 == 0xffffffff ||
                (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)
                ) || ((*(uint *)(puVar4 + 8) != uVar1 >> 0xc || (*(int *)(puVar4 + 4) == 0))))) {
          iVar7 = iVar6 + -1;
          iVar5 = iVar5 + -4;
          CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>>::ShiftElementsLeft
                    ((CUtlVector<CHandle<CSceneEntity>,CUtlMemory<CHandle<CSceneEntity>,int>> *)
                     (this + 0x440),iVar6,1);
          *(int *)(this + 0x44c) = *(int *)(this + 0x44c) + -1;
          iVar6 = iVar7;
          if (iVar7 == -1) {
            return;
          }
        }
        iVar6 = iVar6 + -1;
        iVar5 = iVar5 + -4;
      } while (iVar6 != -1);
    }
  }
  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)