L L4D2node

CPathKeyFrame::Link

0x006f7d50 · 156 bytes · __thiscall

_ZN13CPathKeyFrame4LinkEv

Decompiled

undefined (1 param)

/* CPathKeyFrame::Link() */

void __thiscall CPathKeyFrame::Link(CPathKeyFrame *this)

{
  char *pcVar1;
  int iVar2;
  
  pcVar1 = "";
  if (*(char **)(this + 0x468) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x468);
  }
  iVar2 = CGlobalEntityList::FindEntityByName
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,(CBaseEntity *)0x0,
                     (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  if (iVar2 != 0) {
    iVar2 = __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&typeinfo,0);
    *(int *)(this + 0x470) = iVar2;
    if (iVar2 != 0) {
      *(CPathKeyFrame **)(iVar2 + 0x474) = this;
    }
    return;
  }
  *(undefined4 *)(this + 0x470) = 0;
  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)