L L4D2node

CWaterBullet::BulletThink

0x00b5da20 · 166 bytes · __thiscall

_ZN12CWaterBullet11BulletThinkEv

Decompiled

undefined (1 param)

/* CWaterBullet::BulletThink() */

void __thiscall CWaterBullet::BulletThink(CWaterBullet *this)

{
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.05,(char *)0x0);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  AngleVectors((QAngle *)(this + 0x37c),(Vector *)&local_24);
  local_18 = local_24 * 1500.0;
  local_14 = local_20 * 1500.0;
  local_10 = local_1c * 1500.0;
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_18);
  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)