L L4D2node

CPathTrack::GetNext

0x00771ad0 · 42 bytes · __thiscall

_ZN10CPathTrack7GetNextEv

Decompiled

undefined (1 param)

/* CPathTrack::GetNext() */

int __thiscall CPathTrack::GetNext(CPathTrack *this)

{
  if (((*(int *)(this + 0x448) != 0) && ((*(uint *)(this + 0x148) & 0x8000) != 0)) &&
     ((*(uint *)(this + 0x148) & 4) == 0)) {
    return *(int *)(this + 0x448);
  }
  return *(int *)(this + 0x440);
}

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)