L L4D2node

CDataManagerBase::ToHandle

0x00249310 · 38 bytes · __thiscall

_ZN16CDataManagerBase8ToHandleEt

Decompiled

undefined (2 params)

/* CDataManagerBase::ToHandle(unsigned short) */

uint __thiscall CDataManagerBase::ToHandle(CDataManagerBase *this,ushort param_1)

{
  ushort uVar1;
  
  uVar1 = param_1;
  _param_1 = (uint)param_1;
  return _param_1 + 1 & 0xffff |
         (uint)*(ushort *)((uint)uVar1 * 0xc + *(int *)(this + 0xc) + 2) << 0x10;
}

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)