L L4D2node

CBeam::GetAbsStartPos

0x00426090 · 246 bytes · __thiscall

_ZNK5CBeam14GetAbsStartPosEv

Decompiled

undefined (1 param)

/* CBeam::GetAbsStartPos() const */

CBeam * __thiscall CBeam::GetAbsStartPos(CBeam *this)

{
  int iVar1;
  byte *pbVar2;
  int *piVar3;
  uint uVar4;
  CBaseEntity *this_00;
  byte *pbVar5;
  undefined *puVar6;
  
  if (((((*(int *)(this + 0x458) != 2) || (uVar4 = *(uint *)(this + 0x460), uVar4 == 0xffffffff)) ||
       (puVar6 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
      ((*(uint *)(puVar6 + 8) != uVar4 >> 0xc || (*(int *)(puVar6 + 4) == 0)))) ||
     (iVar1 = *(int *)(*(int *)(puVar6 + 4) + 0x30), iVar1 == 0)) goto LAB_004260a4;
  pbVar2 = *(byte **)(gpGlobals + 0x58);
  uVar4 = iVar1 - (int)pbVar2 >> 4;
  if (uVar4 == 0) goto LAB_004260a4;
  if (uVar4 < 0x800) {
    if (pbVar2 == (byte *)0x0) goto LAB_004260a4;
    pbVar5 = pbVar2 + uVar4 * 0x10;
    if ((*pbVar5 & 2) != 0) goto LAB_00426120;
  }
  else {
    if (pbVar2 == (byte *)0x0) goto LAB_004260a4;
LAB_00426120:
    pbVar5 = pbVar2;
    if ((*pbVar2 & 2) != 0) goto LAB_004260a4;
  }
  piVar3 = *(int **)(pbVar5 + 0xc);
  if ((piVar3 != (int *)0x0) &&
     (this_00 = (CBaseEntity *)(**(code **)(*piVar3 + 0x18))(piVar3), this_00 != (CBaseEntity *)0x0)
     ) {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    return (CBeam *)(this_00 + 0x2e0);
  }
LAB_004260a4:
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  return this + 0x2e0;
}

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)