L L4D2node

NeighborSpanFlip

0x000d1700 · 27 bytes · __cdecl

_Z16NeighborSpanFlipi12NeighborSpan

Decompiled

undefined (2 params)

/* NeighborSpanFlip(int, NeighborSpan) */

int NeighborSpanFlip(int param_1,int param_2)

{
  if ((&g_bEdgeNeighborFlip)[param_1] != '\0') {
    param_2 = *(int *)(g_SpanFlip + param_2 * 4);
  }
  return param_2;
}

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)