CEnvCredits::CreditsThink
0x0086f870 · 101 bytes · __thiscall
_ZN11CEnvCredits12CreditsThinkEv
Decompiled
undefined (1 param)
/* CEnvCredits::CreditsThink() */
void __thiscall CEnvCredits::CreditsThink(CEnvCredits *this)
{
StartAreaCheck local_11;
CEnvCredits *local_10 [3];
local_11 = (StartAreaCheck)0x0;
ForEachSurvivor<StartAreaCheck>(&local_11);
if ((local_11 != (StartAreaCheck)0x0) && (0.0 < *(float *)(CreditsInterval._28_4_ + 0x2c))) {
CBaseEntity::SetNextThink
((CBaseEntity *)this,
*(float *)(CreditsInterval._28_4_ + 0x2c) + *(float *)(gpGlobals + 0xc),(char *)0x0);
local_10[0] = this;
ForEachTerrorPlayer<ShowCredits>((ShowCredits *)local_10);
return;
}
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.