L L4D2node

GCSDK::Field_t::CubFieldUpdateSize

0x0008e110 · 31 bytes · __thiscall

_ZNK5GCSDK7Field_t18CubFieldUpdateSizeEv

Decompiled

undefined (1 param)

/* GCSDK::Field_t::CubFieldUpdateSize() const */

undefined4 __thiscall GCSDK::Field_t::CubFieldUpdateSize(Field_t *this)

{
  int iVar1;
  
  iVar1 = *(int *)this;
  if ((-1 < iVar1) && ((iVar1 < 2 || (iVar1 < 8)))) {
    return *(undefined4 *)(this + 4);
  }
  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)