L L4D2node

VOX_LookupMyVirtual

0x000f1c40 · 112 bytes · __cdecl

_Z19VOX_LookupMyVirtualiPcci

Decompiled

undefined (4 params)

/* VOX_LookupMyVirtual(int, char*, char, int) */

void VOX_LookupMyVirtual(int param_1,char *param_2,char param_3,int param_4)

{
  int iVar1;
  undefined4 *puVar2;
  int iVar3;
  undefined4 uVar4;
  
  iVar3 = VOX_LookupEntIndex((int)param_3,param_4,true);
  puVar2 = &DAT_0034e9ec + iVar3 * 0x1a;
  iVar1 = (&DAT_0034e9ec)[iVar3 * 0x1a];
  if (param_1 == 1) {
    puVar2 = &DAT_0034e9e8 + iVar3 * 0x1a;
    iVar1 = (&DAT_0034e9e8)[iVar3 * 0x1a];
  }
  if (iVar1 == 0) {
    uVar4 = VOX_LookupRndVirtual(param_2);
    *puVar2 = uVar4;
    return;
  }
  return;
}

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)