L L4D2node

CPointTeleport::DoTeleport

0x007d9be0 · 356 bytes · __thiscall

_ZN14CPointTeleport10DoTeleportER11inputdata_tRK6VectorRK6QAngleb

Decompiled

undefined (5 params)

/* CPointTeleport::DoTeleport(inputdata_t&, Vector const&, QAngle const&, bool) */

void __thiscall
CPointTeleport::DoTeleport
          (CPointTeleport *this,inputdata_t *param_1,Vector *param_2,QAngle *param_3,bool param_4)

{
  uint uVar1;
  char cVar2;
  char *pcVar3;
  CBaseEntity *pCVar4;
  CBaseEntity *pCVar5;
  undefined *puVar6;
  
  if (param_4) {
    pCVar4 = *(CBaseEntity **)(param_1 + 4);
    pCVar5 = *(CBaseEntity **)param_1;
    if (*(int *)(param_1 + 0x18) == 2) {
      pcVar3 = "";
      if (*(char **)(param_1 + 8) != (char *)0x0) {
        pcVar3 = *(char **)(param_1 + 8);
      }
    }
    else {
      pcVar3 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
    }
  }
  else {
    pCVar4 = *(CBaseEntity **)(param_1 + 4);
    pCVar5 = *(CBaseEntity **)param_1;
    pcVar3 = "";
    if (*(char **)(this + 0xf8) != (char *)0x0) {
      pcVar3 = *(char **)(this + 0xf8);
    }
  }
  pCVar4 = (CBaseEntity *)
           CGlobalEntityList::FindEntityByName
                     ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar3,(CBaseEntity *)this,
                      pCVar5,pCVar4,(IEntityFindFilter *)0x0);
  if (pCVar4 == (CBaseEntity *)0x0) {
    return;
  }
  cVar2 = EntityMayTeleport(this,pCVar4);
  if (cVar2 != '\0') {
                    /* WARNING: Could not recover jumptable at 0x007d9d3a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)pCVar4 + 0x1dc))();
    return;
  }
  uVar1 = *(uint *)(pCVar4 + 0x188);
  if (((uVar1 == 0xffffffff) ||
      (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) {
    pCVar5 = (CBaseEntity *)0x0;
  }
  else {
    pCVar5 = *(CBaseEntity **)(puVar6 + 4);
  }
  CBaseEntity::GetDebugName(pCVar5);
  CBaseEntity::GetDebugName(pCVar4);
  CBaseEntity::GetDebugName((CBaseEntity *)this);
  Warning();
  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)