L L4D2node

CHLTVFrame::HasData

0x00170280 · 40 bytes · __thiscall

_ZN10CHLTVFrame7HasDataEv

Decompiled

undefined (1 param)

/* CHLTVFrame::HasData() */

undefined4 __thiscall CHLTVFrame::HasData(CHLTVFrame *this)

{
  int iVar1;
  
  iVar1 = 0;
  do {
    if (0 < *(int *)(this + iVar1 + 0x128)) {
      return 1;
    }
    iVar1 = iVar1 + 0x18;
  } while (iVar1 != 0x90);
  return 0;
}

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)