L L4D2node

CBaseClientState::GetEntityBaseline

0x00101da0 · 24 bytes · __thiscall

_ZN16CBaseClientState17GetEntityBaselineEii

Decompiled

undefined (3 params)

/* CBaseClientState::GetEntityBaseline(int, int) */

undefined4 __thiscall
CBaseClientState::GetEntityBaseline(CBaseClientState *this,int param_1,int param_2)

{
  return *(undefined4 *)(this + (param_1 * 0x800 + param_2) * 4 + 0x1c4);
}

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)