L L4D2node

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 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)