L L4D2node

CPathTrack::SetPrevious

0x00771b40 · 87 bytes · __thiscall

_ZN10CPathTrack11SetPreviousEPS_

Decompiled

undefined (2 params)

/* CPathTrack::SetPrevious(CPathTrack*) */

void __thiscall CPathTrack::SetPrevious(CPathTrack *this,CPathTrack *param_1)

{
  char *pcVar1;
  int iVar2;
  char *pcVar3;
  
  if (param_1 != (CPathTrack *)0x0) {
    pcVar3 = *(char **)(this + 0x454);
    if (pcVar3 == (char *)0x0) {
      pcVar3 = "";
    }
    pcVar1 = "";
    if (*(char **)(param_1 + 0x154) != (char *)0x0) {
      pcVar1 = *(char **)(param_1 + 0x154);
    }
    if (pcVar3 != pcVar1) {
      iVar2 = _V_stricmp(pcVar1,pcVar3);
      if (iVar2 != 0) {
        *(CPathTrack **)(this + 0x444) = param_1;
        return;
      }
    }
  }
  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)