L L4D2node

CSpriteTrail::IsInSkybox

0x004c5210 · 82 bytes · __thiscall

_ZNK12CSpriteTrail10IsInSkyboxEv

Decompiled

undefined (1 param)

/* CSpriteTrail::IsInSkybox() const */

bool __thiscall CSpriteTrail::IsInSkybox(CSpriteTrail *this)

{
  bool bVar1;
  
  bVar1 = true;
  if (((*(float *)(this + 0x4b4) == 1.0) && (vec3_origin == *(float *)(this + 0x4a8))) &&
     (DAT_01053d4c == *(float *)(this + 0x4ac))) {
    bVar1 = DAT_01053d50 != *(float *)(this + 0x4b0);
  }
  return bVar1;
}

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)