L L4D2node

CDeltaCalculator::PropCalcNonZero

0x00154850 · 94 bytes · __thiscall

_ZN16CDeltaCalculator15PropCalcNonZeroEv

Decompiled

undefined (1 param)

/* CDeltaCalculator::PropCalcNonZero() */

void __thiscall CDeltaCalculator::PropCalcNonZero(CDeltaCalculator *this)

{
  char cVar1;
  int iVar2;
  
  iVar2 = *(int *)(*(int *)(*(int *)this + 0x2c) + *(int *)(this + 0x74) * 4);
  cVar1 = (**(code **)(g_PropTypeFns + *(int *)(iVar2 + 8) * 0x24 + 0x1c))(iVar2,this + 0x28);
  if (cVar1 == '\0') {
    iVar2 = *(int *)(this + 0x84);
    if (iVar2 < *(int *)(this + 0x80)) {
      *(undefined4 *)(*(int *)(this + 0x7c) + iVar2 * 4) = *(undefined4 *)(this + 0x74);
      iVar2 = *(int *)(this + 0x84);
    }
    *(int *)(this + 0x84) = iVar2 + 1;
  }
  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)