L L4D2node

ED_AllowImmediateReuse

0x001d69e0 · 96 bytes · unknown

_Z22ED_AllowImmediateReusev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ED_AllowImmediateReuse() */

void ED_AllowImmediateReuse(void)

{
  int iVar1;
  int iVar2;
  byte *pbVar3;
  
  iVar1 = DAT_003b8174;
  iVar2 = CBaseServer::GetMaxClients((CBaseServer *)&sv);
  pbVar3 = (byte *)(iVar1 + (iVar2 + 1) * 0x10);
  iVar2 = CBaseServer::GetMaxClients((CBaseServer *)&sv);
  iVar1 = DAT_003b816c;
  iVar2 = iVar2 + 1;
  if (iVar2 < DAT_003b816c) {
    do {
      if ((*pbVar3 & 2) != 0) {
        *(undefined4 *)(g_EdictFreeTime + iVar2 * 4) = 0;
      }
      iVar2 = iVar2 + 1;
      pbVar3 = pbVar3 + 0x10;
    } while (iVar2 != iVar1);
  }
  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)