L L4D2node

CRopeKeyframe::GetEndPointPos2

0x00808a40 · 173 bytes · __thiscall

_ZN13CRopeKeyframe15GetEndPointPos2EP11CBaseEntityiR6Vector

Decompiled

undefined (4 params)

/* CRopeKeyframe::GetEndPointPos2(CBaseEntity*, int, Vector&) */

undefined4 __thiscall
CRopeKeyframe::GetEndPointPos2(CRopeKeyframe *this,CBaseEntity *param_1,int param_2,Vector *param_3)

{
  CBaseAnimating *this_00;
  undefined4 uVar1;
  
  if (param_1 != (CBaseEntity *)0x0) {
    if (param_2 < 1) {
      if (((byte)param_1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(param_1);
      }
      *(undefined4 *)param_3 = *(undefined4 *)(param_1 + 0x2e0);
      *(undefined4 *)(param_3 + 4) = *(undefined4 *)(param_1 + 0x2e4);
      *(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_1 + 0x2e8);
      return 1;
    }
    this_00 = (CBaseAnimating *)(**(code **)(*(int *)param_1 + 0xf0))(param_1);
    if (this_00 != (CBaseAnimating *)0x0) {
      uVar1 = CBaseAnimating::GetAttachment
                        (this_00,param_2,param_3,(Vector *)0x0,(Vector *)0x0,(Vector *)0x0);
      return uVar1;
    }
  }
  return 0;
}

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)