L L4D2node

EventList_GetEventType

0x0044c510 · 68 bytes · __cdecl

_Z22EventList_GetEventTypei

Decompiled

undefined (1 param)

/* EventList_GetEventType(int) */

int EventList_GetEventType(int param_1)

{
  int iVar1;
  int *piVar2;
  
  if (DAT_00f7a01c < 1) {
    return -1;
  }
  piVar2 = g_EventList;
  if (param_1 != *g_EventList) {
    iVar1 = 0;
    do {
      piVar2 = piVar2 + 3;
      iVar1 = iVar1 + 1;
      if (iVar1 == DAT_00f7a01c) {
        return -1;
      }
    } while (param_1 != *piVar2);
  }
  return piVar2[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)