L L4D2node

GetBodygroupPartName

0x003fbca0 · 76 bytes · __cdecl

_Z20GetBodygroupPartNameP10CStudioHdrii

Decompiled

undefined (3 params)

/* GetBodygroupPartName(CStudioHdr*, int, int) */

undefined1 * GetBodygroupPartName(CStudioHdr *param_1,int param_2,int param_3)

{
  undefined1 *puVar1;
  int iVar2;
  
  if (param_1 == (CStudioHdr *)0x0) {
    return &DAT_00d539c2;
  }
  iVar2 = *(int *)param_1;
  puVar1 = &DAT_00d539c2;
  if ((param_2 < *(int *)(iVar2 + 0xe8)) &&
     ((iVar2 = param_2 * 0x10 + *(int *)(iVar2 + 0xec) + iVar2, -1 < param_3 ||
      (param_3 < *(int *)(iVar2 + 4))))) {
    puVar1 = (undefined1 *)(param_3 * 0x94 + *(int *)(iVar2 + 0xc) + iVar2);
  }
  return puVar1;
}

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)