L L4D2node

CGunTarget::Next

0x006d8040 · 206 bytes · __thiscall

_ZN10CGunTarget4NextEv

Decompiled

undefined (1 param)

/* CGunTarget::Next() */

void __thiscall CGunTarget::Next(CGunTarget *this)

{
  uint uVar1;
  int iVar2;
  int *piVar3;
  uint *puVar4;
  undefined *puVar5;
  CGunTarget *pCVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  undefined4 uVar10;
  undefined1 local_14 [12];
  
  uVar10 = 0;
  uVar9 = 0;
  uVar7 = 0;
  uVar8 = 0;
  pCVar6 = this;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  piVar3 = (int *)CBaseEntity::GetNextTarget((CBaseEntity *)this);
  if (piVar3 == (int *)0x0) {
    *(undefined4 *)(this + 0x4bc) = 0xffffffff;
  }
  else {
    puVar4 = (uint *)(**(code **)(*piVar3 + 0xc))(piVar3,pCVar6,uVar7,uVar8,uVar9,uVar10);
    puVar5 = g_pEntityList;
    uVar1 = *puVar4;
    *(uint *)(this + 0x4bc) = uVar1;
    if ((((uVar1 != 0xffffffff) &&
         (puVar5 = puVar5 + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (iVar2 = *(int *)(puVar5 + 4), iVar2 != 0)) {
      *(code **)(this + 0x14) = Wait;
      *(undefined4 *)(this + 0x18) = 0;
      CBaseToggle::LinearMove
                ((CBaseToggle *)this,(Vector *)(iVar2 + 0x39c),*(float *)(this + 0x11c));
      return;
    }
  }
  Stop(this);
  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)