L L4D2node

CBoneFollower::ObjectCaps

0x00786ea0 · 120 bytes · __thiscall

_ZN13CBoneFollower10ObjectCapsEv

Decompiled

undefined (1 param)

/* CBoneFollower::ObjectCaps() */

uint __thiscall CBoneFollower::ObjectCaps(CBoneFollower *this)

{
  int *piVar1;
  uint uVar2;
  uint uVar3;
  undefined *puVar4;
  
  uVar2 = *(uint *)(this + 0x220);
  if ((((uVar2 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
     ((piVar1 = *(int **)(puVar4 + 4), piVar1 != (int *)0x0 && (piVar1[0x20] != 0)))) {
    uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
    uVar3 = (**(code **)(*piVar1 + 0xa4))(piVar1);
    return (uVar3 | uVar2) & 0xfffffffd;
  }
  uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
  return uVar2;
}

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)