L L4D2node

CBaseEntity::BodyTarget

0x005ff300 · 50 bytes · __cdecl

_ZN11CBaseEntity10BodyTargetERK6Vectorb

Decompiled

undefined (2 params)

/* CBaseEntity::BodyTarget(Vector const&, bool) */

Vector * CBaseEntity::BodyTarget(Vector *param_1,bool param_2)

{
  undefined4 uVar1;
  undefined4 *puVar2;
  undefined3 in_stack_00000009;
  
  puVar2 = (undefined4 *)(**(code **)(*_param_2 + 0x288))(_param_2);
  *(undefined4 *)param_1 = *puVar2;
  uVar1 = puVar2[2];
  *(undefined4 *)(param_1 + 4) = puVar2[1];
  *(undefined4 *)(param_1 + 8) = uVar1;
  return param_1;
}

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)