L L4D2node

CDeltaEntityCache::FindDeltaBits

0x0016fe90 · 68 bytes · __thiscall

_ZN17CDeltaEntityCache13FindDeltaBitsEiiRi

Decompiled

undefined (4 params)

/* CDeltaEntityCache::FindDeltaBits(int, int, int&) */

int * __thiscall
CDeltaEntityCache::FindDeltaBits(CDeltaEntityCache *this,int param_1,int param_2,int *param_3)

{
  int *piVar1;
  
  *param_3 = -1;
  if (((-1 < param_1) && (param_1 < *(int *)(this + 4))) &&
     (piVar1 = *(int **)(this + param_1 * 4 + 0xc), piVar1 != (int *)0x0)) {
    do {
      if (piVar1[1] == param_2) {
        *param_3 = piVar1[2];
        return piVar1 + 3;
      }
      piVar1 = (int *)*piVar1;
    } while (piVar1 != (int *)0x0);
    return (int *)0x0;
  }
  return (int *)0x0;
}

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)