L L4D2node

CPointTeleport::InputTeleportToCurrentPos

0x007d9de0 · 145 bytes · __thiscall

_ZN14CPointTeleport25InputTeleportToCurrentPosER11inputdata_t

Decompiled

undefined (2 params)

/* CPointTeleport::InputTeleportToCurrentPos(inputdata_t&) */

void __thiscall CPointTeleport::InputTeleportToCurrentPos(CPointTeleport *this,inputdata_t *param_1)

{
  CPointTeleport CVar1;
  undefined4 uVar2;
  
  if (((byte)this[0x148] & 1) == 0) {
    CVar1 = this[0x14d];
  }
  else {
    uVar2 = CBaseEntity::GetDebugName((CBaseEntity *)this);
    Warning("%s: TeleportToCurrentPos input received; ignoring \'Teleport Home\' spawnflag.\n",uVar2
           );
    CVar1 = this[0x14d];
  }
  if ((((byte)CVar1 & 8) != 0) &&
     (CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this), ((byte)this[0x14d] & 8) != 0)) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  DoTeleport(this,param_1,(Vector *)(this + 0x2e0),(QAngle *)(this + 0x37c),false);
  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)