L L4D2node

NUM_FOR_EDICT

0x001d68b0 · 51 bytes · __cdecl

_Z13NUM_FOR_EDICTPK7edict_t

Decompiled

undefined (1 param)

/* NUM_FOR_EDICT(edict_t const*) */

int NUM_FOR_EDICT(edict_t *param_1)

{
  int iVar1;
  
  iVar1 = (int)param_1 - DAT_003b8174 >> 4;
  if ((iVar1 < 0) || (DAT_003b816c <= iVar1)) {
    Sys_Error("NUM_FOR_EDICT: bad pointer");
  }
  return iVar1;
}

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)