L L4D2node

CPropVehicleDriveable::Think

0x00b337f0 · 425 bytes · __thiscall

_ZN21CPropVehicleDriveable5ThinkEv

Decompiled

undefined (1 param)

/* CPropVehicleDriveable::Think() */

void __thiscall CPropVehicleDriveable::Think(CPropVehicleDriveable *this)

{
  uint uVar1;
  char cVar2;
  int *piVar3;
  CBaseEntity *pCVar4;
  undefined *puVar5;
  undefined4 local_20 [3];
  undefined4 local_14;
  undefined4 local_10;
  
  CPropVehicle::Think((CPropVehicle *)this);
  cVar2 = (**(code **)(*(int *)this + 0x410))(this);
  if (cVar2 != '\0') {
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  }
  uVar1 = *(uint *)(this + 0x161c);
  if ((((uVar1 != 0xffffffff) &&
       (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
    piVar3 = (int *)(**(code **)(*(int *)this + 0x18c))(this);
    (**(code **)(*piVar3 + 0x9c))(piVar3);
  }
  if (*(float *)(this + 0x1630) != 0.0) {
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
    uVar1 = *(uint *)(this + 0x1620);
    if (((uVar1 != 0xffffffff) &&
        (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar5 + 8) == uVar1 >> 0xc &&
        ((piVar3 = *(int **)(puVar5 + 4), piVar3 != (int *)0x0 &&
         (*(float *)(this + 0x1630) <= *(float *)(gpGlobals + 0xc) &&
          *(float *)(gpGlobals + 0xc) != *(float *)(this + 0x1630))))))) {
      local_20[0] = 0;
      local_14 = 0xffffffff;
      local_10 = 0;
      (**(code **)(*piVar3 + 0xb4))(piVar3,"TurnOff",this,this,local_20,3);
      uVar1 = *(uint *)(this + 0x1620);
      pCVar4 = (CBaseEntity *)0x0;
      *(undefined4 *)(this + 0x1630) = 0;
      if ((uVar1 != 0xffffffff) &&
         ((puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc &&
          (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)))) {
        pCVar4 = *(CBaseEntity **)(puVar5 + 4);
      }
      UTIL_Remove(pCVar4);
      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)