L L4D2node

base_from_object.isra.3

0x0029e350 · 80 bytes · unknown

Decompiled

undefined (0 params)

/* WARNING: Function: __x86.get_pc_thunk.bx replaced with injection: get_pc_thunk_bx */

undefined4 base_from_object_isra_3(undefined4 *param_1)

{
  byte in_AL;
  byte bVar1;
  undefined4 *in_EDX;
  
  if (in_AL != 0xff) {
    bVar1 = in_AL & 0x70;
    if (bVar1 == 0x20) {
      return *in_EDX;
    }
    if (bVar1 < 0x21) {
      if (((in_AL & 0x70) != 0) && (bVar1 != 0x10)) goto LAB_0029e388;
    }
    else {
      if (bVar1 == 0x30) {
        return *param_1;
      }
      if (bVar1 != 0x50) {
LAB_0029e388:
                    /* WARNING: Subroutine does not return */
        abort();
      }
    }
  }
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)