L L4D2node

CodeToByteCode

0x000daa10 · 62 bytes · __cdecl

_Z14CodeToByteCodei

Decompiled

undefined (1 param)

/* CodeToByteCode(int) */

undefined1 CodeToByteCode(int param_1)

{
  int iVar1;
  int *piVar2;
  
  if (DAT_00340184 == param_1) {
    iVar1 = 0;
  }
  else {
    piVar2 = &DAT_0034019c;
    iVar1 = 1;
    while (*piVar2 != param_1) {
      iVar1 = iVar1 + 1;
      piVar2 = piVar2 + 6;
      if (iVar1 == 0x36) {
        return 0;
      }
    }
  }
  return (&DAT_00340188)[iVar1 * 0x18];
}

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)