L L4D2node

CRopeKeyframe::GetEndPointPos

0x00808b70 · 127 bytes · __thiscall

_ZN13CRopeKeyframe14GetEndPointPosEiR6Vector

Decompiled

undefined (3 params)

/* CRopeKeyframe::GetEndPointPos(int, Vector&) */

void __thiscall CRopeKeyframe::GetEndPointPos(CRopeKeyframe *this,int param_1,Vector *param_2)

{
  uint uVar1;
  undefined *puVar2;
  CBaseEntity *pCVar3;
  
  if (param_1 == 0) {
    GetEndPointPos((int)this,param_2);
    return;
  }
  uVar1 = *(uint *)(this + 0x488);
  pCVar3 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
    pCVar3 = *(CBaseEntity **)(puVar2 + 4);
  }
  GetEndPointPos2(this,pCVar3,(int)*(short *)(this + 0x48e),param_2);
  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)