L L4D2node

CBaseEntity::AddStepDiscontinuity

0x0060dd20 · 166 bytes · __thiscall

_ZN11CBaseEntity20AddStepDiscontinuityEfRK6VectorRK6QAngle

Decompiled

undefined (4 params)

/* CBaseEntity::AddStepDiscontinuity(float, Vector const&, QAngle const&) */

undefined4 __thiscall
CBaseEntity::AddStepDiscontinuity(CBaseEntity *this,float param_1,Vector *param_2,QAngle *param_3)

{
  undefined4 uVar1;
  int iVar2;
  
  if (this[0x186] == (CBaseEntity)0x3) {
    uVar1 = HasDataObjectType(this,2);
    if ((char)uVar1 != '\0') {
      iVar2 = GetDataObject(this,2);
      if (iVar2 != 0) {
        *(int *)(iVar2 + 0x44) = (int)(param_1 / *(float *)(gpGlobals + 0x1c) + 0.5);
        *(undefined4 *)(iVar2 + 0x48) = *(undefined4 *)param_2;
        *(undefined4 *)(iVar2 + 0x4c) = *(undefined4 *)(param_2 + 4);
        *(undefined4 *)(iVar2 + 0x50) = *(undefined4 *)(param_2 + 8);
        AngleQuaternion(param_3,(Quaternion *)(iVar2 + 0x54));
        return uVar1;
      }
    }
  }
  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)