L L4D2node

CTeamVehicleSpawnPoint::IsValid

0x0083d480 · 133 bytes · __thiscall

_ZN22CTeamVehicleSpawnPoint7IsValidEv

Decompiled

undefined (1 param)

/* CTeamVehicleSpawnPoint::IsValid() */

undefined4 __thiscall CTeamVehicleSpawnPoint::IsValid(CTeamVehicleSpawnPoint *this)

{
  char cVar1;
  int *piVar2;
  int local_814 [515];
  
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  CEntitySphereQuery::CEntitySphereQuery
            ((CEntitySphereQuery *)local_814,(Vector *)(this + 0x2e0),128.0,0);
  while( true ) {
    piVar2 = (int *)CEntitySphereQuery::GetCurrentEntity((CEntitySphereQuery *)local_814);
    if (piVar2 == (int *)0x0) {
      return 1;
    }
    cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
    if (cVar1 != '\0') break;
    local_814[0] = local_814[0] + 1;
  }
  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)