L L4D2node

CStudioHdr::GetEventListVersion

0x000e2980 · 108 bytes · __thiscall

_ZN10CStudioHdr19GetEventListVersionEv

Decompiled

undefined (1 param)

/* CStudioHdr::GetEventListVersion() */

int __thiscall CStudioHdr::GetEventListVersion(CStudioHdr *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  if (*(int *)(this + 4) != 0) {
    iVar3 = *(int *)(*(int *)this + 200);
    if (1 < *(int *)(*(int *)(this + 4) + 100)) {
      iVar2 = 1;
      do {
        iVar1 = GroupStudioHdr(this,iVar2);
        if (*(int *)(iVar1 + 200) < iVar3) {
          iVar3 = *(int *)(iVar1 + 200);
        }
        iVar2 = iVar2 + 1;
      } while (iVar2 < *(int *)(*(int *)(this + 4) + 100));
    }
    return iVar3;
  }
  return *(int *)(*(int *)this + 200);
}

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)