L L4D2node

CPathTrack::GetNextInDir

0x00771d40 · 80 bytes · __thiscall

_ZN10CPathTrack12GetNextInDirEb

Decompiled

undefined (2 params)

/* CPathTrack::GetNextInDir(bool) */

int __thiscall CPathTrack::GetNextInDir(CPathTrack *this,bool param_1)

{
  int iVar1;
  
  iVar1 = *(int *)(this + 0x448);
  if (param_1) {
    if (((iVar1 == 0) || ((*(uint *)(this + 0x148) & 0x8000) == 0)) ||
       ((*(uint *)(this + 0x148) & 4) != 0)) {
      return *(int *)(this + 0x440);
    }
  }
  else if ((iVar1 == 0) || ((*(uint *)(this + 0x148) & 0x8004) != 0x8004)) {
    return *(int *)(this + 0x444);
  }
  return iVar1;
}

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)