L L4D2node

CBaseTempEntity::Test

0x0062df10 · 116 bytes · __thiscall

_ZN15CBaseTempEntity4TestERK6VectorRK6QAngle

Decompiled

undefined (3 params)

/* CBaseTempEntity::Test(Vector const&, QAngle const&) */

void __thiscall CBaseTempEntity::Test(CBaseTempEntity *this,Vector *param_1,QAngle *param_2)

{
  Vector local_38 [12];
  undefined **local_2c [8];
  
  Msg(&DAT_00c5799e,*(undefined4 *)(this + 4));
  AngleVectors(param_2,local_38);
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 0062df55 to 0062df59 has its CatchHandler @ 0062df84 */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
                    /* try { // try from 0062df6b to 0062df6d has its CatchHandler @ 0062df96 */
  (**(code **)(*(int *)this + 0x14))(this,(CRecipientFilter *)local_2c,0);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  return;
}

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)