L L4D2node

Script_AddThinkToEnt

0x00b442f0 · 208 bytes · __cdecl

_ZL20Script_AddThinkToEntP9HSCRIPT__PKc

Decompiled

undefined (2 params)

/* Script_AddThinkToEnt(HSCRIPT__*, char const*) */

void Script_AddThinkToEnt(HSCRIPT__ *param_1,char *param_2)

{
  ScriptClassDesc_t *pSVar1;
  float fVar2;
  code *pcVar3;
  undefined1 local_2c [12];
  undefined4 local_20 [4];
  
  if (param_1 == (HSCRIPT__ *)0x0) {
    fVar2 = 0.0;
  }
  else {
    pcVar3 = *(code **)(*g_pScriptVM + 0x68);
    pSVar1 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    fVar2 = (float)(*pcVar3)(g_pScriptVM,param_1,pSVar1);
  }
  if (param_2 == (char *)0x0) {
    pcVar3 = (code *)0x0;
  }
  else {
    AllocPooledString((char *)local_20);
    *(undefined4 *)((int)fVar2 + 0x3e4) = local_20[0];
    pcVar3 = CBaseEntity::ScriptThink;
  }
  CBaseEntity::ThinkSet((_func_void *)local_2c,fVar2,(char *)pcVar3);
  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)