L L4D2node

GCSDK::CRecordInfo::BHasIdentity

0x00092f30 · 75 bytes · __thiscall

_ZNK5GCSDK11CRecordInfo12BHasIdentityEv

Decompiled

undefined (1 param)

/* GCSDK::CRecordInfo::BHasIdentity() const */

undefined4 __thiscall GCSDK::CRecordInfo::BHasIdentity(CRecordInfo *this)

{
  uint uVar1;
  int iVar2;
  uint *puVar3;
  
  if (*(int *)(this + 0x9c) < 1) {
    return 0;
  }
  if ((*(byte *)(*(int *)(this + 0x90) + 0x88) & 8) == 0) {
    puVar3 = (uint *)(*(int *)(this + 0x90) + 0x128);
    iVar2 = 0;
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == *(int *)(this + 0x9c)) {
        return 0;
      }
      uVar1 = *puVar3;
      puVar3 = puVar3 + 0x28;
    } while ((uVar1 & 8) == 0);
  }
  return 1;
}

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)