L L4D2node

CCoreDispInfo::GetMaxErrorFromChildren

0x000bf1b0 · 65 bytes · __thiscall

_ZN13CCoreDispInfo23GetMaxErrorFromChildrenEii

Decompiled

undefined (3 params)

/* CCoreDispInfo::GetMaxErrorFromChildren(int, int) */

longdouble __thiscall
CCoreDispInfo::GetMaxErrorFromChildren(CCoreDispInfo *this,int param_1,int param_2)

{
  float fVar1;
  int iVar2;
  float fVar3;
  
  fVar3 = 0.0;
  if (*(int *)(this + 0xc) != param_2) {
    fVar3 = 0.0;
    iVar2 = 0;
    do {
      fVar1 = *(float *)(param_1 * 0x800 + *(int *)(this + 4) + 0x218 + iVar2);
      if (fVar3 <= fVar1) {
        fVar3 = fVar1;
      }
      iVar2 = iVar2 + 0x200;
    } while (iVar2 != 0x800);
  }
  return (longdouble)fVar3;
}

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)