L L4D2node

CChangeFrameList::GetPropsChangedAfterTick

0x001144e0 · 65 bytes · __cdecl

_ZN16CChangeFrameList24GetPropsChangedAfterTickEiPii

Decompiled

undefined (3 params)

/* CChangeFrameList::GetPropsChangedAfterTick(int, int*, int) */

int CChangeFrameList::GetPropsChangedAfterTick(int param_1,int *param_2,int param_3)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar1 = *(int *)(param_1 + 0x10);
  if (iVar1 < 1) {
    iVar2 = 0;
  }
  else {
    iVar3 = 0;
    iVar2 = 0;
    do {
      if ((int)param_2 < *(int *)(*(int *)(param_1 + 4) + iVar3 * 4)) {
        *(int *)(param_3 + iVar2 * 4) = iVar3;
        iVar2 = iVar2 + 1;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != iVar1);
  }
  return iVar2;
}

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)