L L4D2node

VOX_LookupLastDeadIndex

0x000f09b0 · 80 bytes · __cdecl

_Z23VOX_LookupLastDeadIndexi

Decompiled

undefined (1 param)

/* VOX_LookupLastDeadIndex(int) */

int VOX_LookupLastDeadIndex(int param_1)

{
  float *pfVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  float fVar6;
  
  piVar5 = &g_entnames;
  iVar3 = -1;
  iVar2 = 0;
  fVar6 = -1.0;
  do {
    while (((iVar4 = iVar2, *piVar5 == param_1 && ((char)piVar5[0xc] != '\0')) &&
           (pfVar1 = (float *)(piVar5 + 0x19), fVar6 <= *pfVar1))) {
      piVar5 = piVar5 + 0x1a;
      iVar3 = iVar4;
      iVar2 = iVar4 + 1;
      fVar6 = *pfVar1;
      if (iVar4 + 1 == 0x40) {
        return iVar4;
      }
    }
    piVar5 = piVar5 + 0x1a;
    iVar2 = iVar4 + 1;
  } while (iVar4 + 1 != 0x40);
  return iVar3;
}

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)