L L4D2node

CBaseEntity::ScriptGetForward

0x00617dc0 · 95 bytes · __thiscall

_ZN11CBaseEntity16ScriptGetForwardEv

Decompiled

undefined (1 param)

/* CBaseEntity::ScriptGetForward() */

undefined1 * __thiscall CBaseEntity::ScriptGetForward(CBaseEntity *this)

{
  int iVar1;
  
  if (ScriptGetForward()::vecForward == '\0') {
    iVar1 = __cxa_guard_acquire(&ScriptGetForward()::vecForward);
    if (iVar1 != 0) {
      __cxa_guard_release(&ScriptGetForward()::vecForward);
    }
  }
  (**(code **)(*(int *)this + 0x24c))(this,ScriptGetForward()::vecForward,0,0);
  return ScriptGetForward()::vecForward;
}

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)