L L4D2node

CTongue::GetSegmentEnd

0x00840720 · 278 bytes · __cdecl

_ZNK7CTongue13GetSegmentEndEi

Decompiled

undefined (1 param)

/* CTongue::GetSegmentEnd(int) const */

int CTongue::GetSegmentEnd(int param_1)

{
  uint uVar1;
  undefined4 uVar2;
  CBaseAnimating *this;
  int iVar3;
  undefined *puVar4;
  int in_stack_00000008;
  int in_stack_0000000c;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  QAngle local_18 [12];
  
  if (in_stack_0000000c < *(int *)(in_stack_00000008 + 0x534)) {
    iVar3 = in_stack_00000008 + in_stack_0000000c * 0xc;
    *(undefined4 *)param_1 = *(undefined4 *)(iVar3 + 0x4bc);
    uVar2 = *(undefined4 *)(iVar3 + 0x4c4);
    *(undefined4 *)(param_1 + 4) = *(undefined4 *)(iVar3 + 0x4c0);
    *(undefined4 *)(param_1 + 8) = uVar2;
    return param_1;
  }
  uVar1 = *(uint *)(in_stack_00000008 + 0x44c);
  if (((((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
      ((*(int *)(puVar4 + 4) != 0 &&
       (uVar1 = *(uint *)(*(int *)(puVar4 + 4) + 0x33c0), uVar1 != 0xffffffff)))) &&
     ((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc &&
      ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc &&
       (this = *(CBaseAnimating **)(puVar4 + 4), this != (CBaseAnimating *)0x0)))))) {
    iVar3 = CBaseAnimating::LookupAttachment(this,"medkit");
    CBaseAnimating::GetAttachment(this,iVar3,(Vector *)&local_24,local_18);
    *(undefined4 *)param_1 = local_24;
    *(undefined4 *)(param_1 + 4) = local_20;
    *(undefined4 *)(param_1 + 8) = local_1c;
    return param_1;
  }
  *(undefined4 *)param_1 = vec3_origin;
  *(undefined4 *)(param_1 + 4) = DAT_01053d4c;
  *(undefined4 *)(param_1 + 8) = DAT_01053d50;
  return param_1;
}

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)