L L4D2node

CFuncPlat::PlatUse

0x00b09ae0 · 145 bytes · __cdecl

_ZN9CFuncPlat7PlatUseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CFuncPlat::PlatUse(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CFuncPlat::PlatUse(CBaseEntity *param_1,undefined4 param_2,undefined4 param_3,
                       undefined4 param_4)

{
  char cVar1;
  code *UNRECOVERED_JUMPTABLE;
  int iVar2;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x328))(param_1);
  if (cVar1 == '\0') {
    *(undefined4 *)(param_1 + 0xe0) = 0;
    *(undefined4 *)(param_1 + 0xe4) = 0;
    if (*(int *)(param_1 + 0x440) != 0) {
      return;
    }
  }
  else {
    iVar2 = CBaseEntity::ShouldToggle(param_1,param_4,*(int *)(param_1 + 0x440) == 1);
    if (iVar2 == 0) {
      return;
    }
    if (*(int *)(param_1 + 0x440) != 0) {
      if (*(int *)(param_1 + 0x440) != 1) {
        return;
      }
      UNRECOVERED_JUMPTABLE = *(code **)(*(int *)param_1 + 0x32c);
      goto LAB_00b09b33;
    }
  }
  UNRECOVERED_JUMPTABLE = *(code **)(*(int *)param_1 + 0x330);
LAB_00b09b33:
                    /* WARNING: Could not recover jumptable at 0x00b09b39. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*UNRECOVERED_JUMPTABLE)();
  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)