L L4D2node

ByteCodeToCode

0x000daa60 · 63 bytes · __cdecl

_Z14ByteCodeToCodeh

Decompiled

undefined (1 param)

/* ByteCodeToCode(unsigned char) */

undefined4 ByteCodeToCode(uchar param_1)

{
  int iVar1;
  uchar *puVar2;
  
  if (DAT_00340188 == param_1) {
    iVar1 = 0;
  }
  else {
    puVar2 = &DAT_003401a0;
    iVar1 = 1;
    while (*puVar2 != param_1) {
      iVar1 = iVar1 + 1;
      puVar2 = puVar2 + 0x18;
      if (iVar1 == 0x36) {
        return 0x5f;
      }
    }
  }
  return (&DAT_00340184)[iVar1 * 6];
}

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)