L L4D2node

CBoneFollowerManager::GetBoneFollowerIndex

0x00785ff0 · 120 bytes · __thiscall

_ZN20CBoneFollowerManager20GetBoneFollowerIndexEP13CBoneFollower

Decompiled

undefined (2 params)

/* CBoneFollowerManager::GetBoneFollowerIndex(CBoneFollower*) */

int __thiscall
CBoneFollowerManager::GetBoneFollowerIndex(CBoneFollowerManager *this,CBoneFollower *param_1)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  if ((param_1 != (CBoneFollower *)0x0) && (0 < *(int *)this)) {
    iVar2 = 0;
    do {
      uVar1 = *(uint *)(*(int *)(this + 4) + 4 + iVar2 * 8);
      if ((((uVar1 != 0xffffffff) &&
           (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
         ((*(CBoneFollower **)(puVar3 + 4) != (CBoneFollower *)0x0 &&
          (param_1 == *(CBoneFollower **)(puVar3 + 4))))) {
        return iVar2;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != *(int *)this);
  }
  return -1;
}

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)