L L4D2node

CBaseEntity::GetFollowedEntity

0x00604850 · 96 bytes · __thiscall

_ZN11CBaseEntity17GetFollowedEntityEv

Decompiled

undefined (1 param)

/* CBaseEntity::GetFollowedEntity() */

undefined4 __thiscall CBaseEntity::GetFollowedEntity(CBaseEntity *this)

{
  uint uVar1;
  char cVar2;
  undefined *puVar3;
  
  cVar2 = IsFollowingEntity(this);
  if (cVar2 == '\0') {
    return 0;
  }
  uVar1 = *(uint *)(this + 0x188);
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    return *(undefined4 *)(puVar3 + 4);
  }
  return 0;
}

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)