L L4D2node

CBaseEntity::UseStepSimulationNetworkOrigin

0x0060d7e0 · 111 bytes · __thiscall

_ZN11CBaseEntity30UseStepSimulationNetworkOriginEPPK6Vector

Decompiled

undefined (2 params)

/* CBaseEntity::UseStepSimulationNetworkOrigin(Vector const**) */

StepSimulationData __thiscall
CBaseEntity::UseStepSimulationNetworkOrigin(CBaseEntity *this,Vector **param_1)

{
  char cVar1;
  StepSimulationData *pSVar2;
  
  if (g_bTestMoveTypeStepSimulation == '\0') {
    return (StepSimulationData)0x0;
  }
  if ((this[0x186] == (CBaseEntity)0x3) && (cVar1 = HasDataObjectType(this,2), cVar1 != '\0')) {
    pSVar2 = (StepSimulationData *)GetDataObject(this,2);
    ComputeStepSimulationNetwork(this,pSVar2);
    *param_1 = (Vector *)(pSVar2 + 0x94);
    return *pSVar2;
  }
  return (StepSimulationData)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)