L L4D2node

SurvivorUseObject::GetUsePoint

0x00936090 · 99 bytes · __thiscall

_ZNK17SurvivorUseObject11GetUsePointEP11SurvivorBotP11CBaseEntity

Decompiled

undefined (3 params)

/* SurvivorUseObject::GetUsePoint(SurvivorBot*, CBaseEntity*) const */

undefined1 * __thiscall
SurvivorUseObject::GetUsePoint(SurvivorUseObject *this,SurvivorBot *param_1,CBaseEntity *param_2)

{
  Vector *pVVar1;
  int iVar2;
  
  if (GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos == '\0') {
    iVar2 = __cxa_guard_acquire(&GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos);
    if (iVar2 != 0) {
      __cxa_guard_release(&GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos);
    }
  }
  pVVar1 = (Vector *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
  CCollisionProperty::CalcNearestPoint
            ((CCollisionProperty *)(param_2 + 0x194),pVVar1,
             (Vector *)GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos);
  return GetUsePoint(SurvivorBot*,CBaseEntity*)::usePos;
}

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)