L L4D2node

CSurvivorCamera::GetEndPos

0x00a05ee0 · 88 bytes · __cdecl

_ZN15CSurvivorCamera9GetEndPosE7CHandleI11CBaseEntityE

Decompiled

undefined (1 param)

/* CSurvivorCamera::GetEndPos(CHandle<CBaseEntity>) */

undefined4 CSurvivorCamera::GetEndPos(undefined4 param_1,undefined4 param_2,uint *param_3)

{
  uint uVar1;
  int *piVar2;
  undefined *puVar3;
  
  uVar1 = *param_3;
  if (((uVar1 == 0xffffffff) ||
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
    piVar2 = (int *)0x0;
  }
  else {
    piVar2 = *(int **)(puVar3 + 4);
  }
  (**(code **)(*piVar2 + 0x234))(param_1,piVar2);
  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)