L L4D2node

CStaticPropMgr::GetStaticProp

0x001e44c0 · 86 bytes · __thiscall

_ZN14CStaticPropMgr13GetStaticPropEP13IHandleEntity

Decompiled

undefined (2 params)

/* CStaticPropMgr::GetStaticProp(IHandleEntity*) */

int __thiscall CStaticPropMgr::GetStaticProp(CStaticPropMgr *this,IHandleEntity *param_1)

{
  char cVar1;
  uint *puVar2;
  int iVar3;
  
  cVar1 = (**(code **)(*(int *)this + 0x28))(this,param_1);
  if ((cVar1 != '\0') && (param_1 != (IHandleEntity *)0x0)) {
    puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    if (((int)(*puVar2 & 0xfff) <= *(int *)(this + 0x2c)) &&
       (iVar3 = (*puVar2 & 0xfff) * 0xd8 + *(int *)(this + 0x20), iVar3 != 0)) {
      return iVar3 + 8;
    }
  }
  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)