L L4D2node

CBaseToggle::AxisDir

0x008347f0 · 121 bytes · __thiscall

_ZN11CBaseToggle7AxisDirEv

Decompiled

undefined (1 param)

/* CBaseToggle::AxisDir() */

void __thiscall CBaseToggle::AxisDir(CBaseToggle *this)

{
  if ((*(uint *)(this + 0x148) & 0x40) != 0) {
    *(undefined4 *)(this + 0x46c) = 0;
    *(undefined4 *)(this + 0x470) = 0;
    *(undefined4 *)(this + 0x474) = 0x3f800000;
    return;
  }
  if ((*(uint *)(this + 0x148) & 0x80) == 0) {
    *(undefined4 *)(this + 0x46c) = 0;
    *(undefined4 *)(this + 0x470) = 0x3f800000;
    *(undefined4 *)(this + 0x474) = 0;
    return;
  }
  *(undefined4 *)(this + 0x46c) = 0x3f800000;
  *(undefined4 *)(this + 0x470) = 0;
  *(undefined4 *)(this + 0x474) = 0;
  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)