L L4D2node

CPathTrack::Link

0x00771ba0 · 338 bytes · __thiscall

_ZN10CPathTrack4LinkEv

Decompiled

undefined (1 param)

/* CPathTrack::Link() */

void __thiscall CPathTrack::Link(CPathTrack *this)

{
  CPathTrack *pCVar1;
  int iVar2;
  undefined1 *puVar3;
  undefined4 uVar4;
  
  if (*(char **)(this + 0xf8) != (char *)0x0) {
    pCVar1 = (CPathTrack *)
             CGlobalEntityList::FindEntityByName
                       ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0xf8),
                        (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                        (IEntityFindFilter *)0x0);
    if (this == pCVar1) {
      uVar4 = CBaseEntity::GetDebugName((CBaseEntity *)this);
      Warning("ERROR: path_track (%s) refers to itself as a target!\n",uVar4);
    }
    else if (pCVar1 == (CPathTrack *)0x0) {
      puVar3 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0xf8) != (undefined1 *)0x0) {
        puVar3 = *(undefined1 **)(this + 0xf8);
      }
      Warning("Dead end link: %s\n",puVar3);
    }
    else {
      pCVar1 = (CPathTrack *)__dynamic_cast(pCVar1,&CBaseEntity::typeinfo,&typeinfo,0);
      *(CPathTrack **)(this + 0x440) = pCVar1;
      if (pCVar1 != (CPathTrack *)0x0) {
        SetPrevious(pCVar1,this);
      }
    }
  }
  if (*(char **)(this + 0x454) != (char *)0x0) {
    iVar2 = CGlobalEntityList::FindEntityByName
                      ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0x454),
                       (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                       (IEntityFindFilter *)0x0);
    if (iVar2 != 0) {
      pCVar1 = (CPathTrack *)__dynamic_cast(iVar2,&CBaseEntity::typeinfo,&typeinfo,0);
      *(CPathTrack **)(this + 0x448) = pCVar1;
      SetPrevious(pCVar1,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)