L L4D2node

CEnvFunnel::Use

0x0066cee0 · 237 bytes · __cdecl

_ZN10CEnvFunnel3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CEnvFunnel::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CEnvFunnel::Use(CBaseEntity *param_1)

{
  uint uVar1;
  code *pcVar2;
  undefined4 uVar3;
  undefined1 local_44 [8];
  undefined **local_3c [11];
  
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
  local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 0066cf01 to 0066cf05 has its CatchHandler @ 0066cfcd */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_3c);
  uVar1 = *(uint *)(param_1 + 0x148);
  pcVar2 = *(code **)(*(int *)te + 0x6c);
  uVar3 = *(undefined4 *)(param_1 + 0x440);
  if (((byte)param_1[0x14d] & 8) != 0) {
                    /* try { // try from 0066cf31 to 0066cfb5 has its CatchHandler @ 0066cfdf */
    CBaseEntity::CalcAbsolutePosition(param_1);
  }
  (*pcVar2)(te,(CRecipientFilter *)local_3c,0,param_1 + 0x2e0,uVar3,uVar1 & 1);
  CBaseEntity::ThinkSet((_func_void *)local_44,(float)param_1,(char *)CBaseEntity::SUB_Remove);
  CBaseEntity::SetNextThink(param_1,*(float *)(gpGlobals + 0xc),(char *)0x0);
  local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  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)