L L4D2node

studiohdr_t::ExitNode

0x000e19a0 · 101 bytes · __thiscall

_ZN11studiohdr_t8ExitNodeEi

Decompiled

undefined (2 params)

/* studiohdr_t::ExitNode(int) */

int __thiscall studiohdr_t::ExitNode(studiohdr_t *this,int param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = pSeqdesc(this,param_1);
  if ((*(int *)(this + 0x150) != 0) && (*(int *)(iVar1 + 0x74) != 0)) {
    iVar2 = GetVirtualModel(this);
    return *(int *)(*(int *)(*(int *)(param_1 * 0x10 + *(int *)(iVar2 + 8) + 8) * 0x90 +
                             *(int *)(iVar2 + 0x58) + 0x7c) + -4 + *(int *)(iVar1 + 0x74) * 4) + 1;
  }
  return *(int *)(iVar1 + 0x74);
}

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)