L L4D2node

CBaseToggle::MoveDone

0x00834710 · 102 bytes · __thiscall

_ZN11CBaseToggle8MoveDoneEv

Decompiled

undefined (1 param)

/* CBaseToggle::MoveDone() */

void __thiscall CBaseToggle::MoveDone(CBaseToggle *this)

{
  code *UNRECOVERED_JUMPTABLE;
  
  if (*(int *)(this + 0x4b0) == 1) {
    LinearMoveDone(this);
  }
  else if (*(int *)(this + 0x4b0) == 2) {
    AngularMoveDone(this);
  }
  *(undefined4 *)(this + 0x4b0) = 0;
  UNRECOVERED_JUMPTABLE = *(code **)(this + 0x14);
  if (UNRECOVERED_JUMPTABLE != (code *)0x0) {
    if (((uint)UNRECOVERED_JUMPTABLE & 1) == 0) {
                    /* WARNING: Could not recover jumptable at 0x0083474a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (*UNRECOVERED_JUMPTABLE)();
      return;
    }
                    /* WARNING: Could not recover jumptable at 0x0083475e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(UNRECOVERED_JUMPTABLE + *(int *)(this + *(int *)(this + 0x18)) + -1))();
    return;
  }
  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)