L L4D2node

Path::LastSegment

0x003e30e0 · 57 bytes · __thiscall

_ZNK4Path11LastSegmentEv

Decompiled

undefined (1 param)

/* Path::LastSegment() const */

Path * __thiscall Path::LastSegment(Path *this)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 0x44))(this);
  if (cVar1 != '\0') {
    return this + (*(int *)(this + 0x4404) + -1) * 0x44 + 4;
  }
  return (Path *)0x0;
}

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)