L L4D2node

CMoveableCamera::GetEndPos

0x00a05f60 · 124 bytes · __thiscall

_ZN15CMoveableCamera9GetEndPosE7CHandleI11CBaseEntityE

Decompiled

undefined (2 params)

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

void __thiscall CMoveableCamera::GetEndPos(CMoveableCamera *this,int param_2)

{
  uint uVar1;
  undefined *puVar2;
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)0x0;
  uVar1 = *(uint *)(param_2 + 0x464);
  if (((uVar1 != 0xffffffff) &&
      (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
    this_00 = *(CBaseEntity **)(puVar2 + 4);
  }
  if (((byte)this_00[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(this_00);
  }
  *(undefined4 *)this = *(undefined4 *)(this_00 + 0x2e0);
  *(undefined4 *)(this + 4) = *(undefined4 *)(this_00 + 0x2e4);
  *(undefined4 *)(this + 8) = *(undefined4 *)(this_00 + 0x2e8);
  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)