L L4D2node

CFuncElevator::GetButtonForHeight

0x006bd380 · 94 bytes · __cdecl

_ZNK13CFuncElevator18GetButtonForHeightEf

Decompiled

undefined (1 param)

/* CFuncElevator::GetButtonForHeight(float) const */

float CFuncElevator::GetButtonForHeight(float param_1)

{
  int iVar1;
  CFuncElevator *in_stack_00000008;
  float in_stack_0000000c;
  
  iVar1 = GetFloorForHeight(in_stack_00000008,in_stack_0000000c);
  if (((-1 < iVar1) && (iVar1 < *(int *)(in_stack_00000008 + 0x54c))) &&
     (iVar1 = *(int *)(in_stack_00000008 + 0x540) + iVar1 * 0xc, iVar1 != 0)) {
    *(undefined4 *)param_1 = *(undefined4 *)(iVar1 + 8);
    return param_1;
  }
  *(undefined4 *)param_1 = 0xffffffff;
  return param_1;
}

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)