L L4D2node

PlayerLocomotion::GetDesiredLean

0x0076e7f0 · 56 bytes · __cdecl

_ZNK16PlayerLocomotion14GetDesiredLeanEv

Decompiled

undefined (0 params)

/* PlayerLocomotion::GetDesiredLean() const */

undefined4 * PlayerLocomotion::GetDesiredLean(void)

{
  int iVar1;
  
  if (GetDesiredLean()::junk != '\0') {
    return &GetDesiredLean()::junk;
  }
  iVar1 = __cxa_guard_acquire(&GetDesiredLean()::junk);
  if (iVar1 != 0) {
    __cxa_guard_release(&GetDesiredLean()::junk);
  }
  return &GetDesiredLean()::junk;
}

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)