L L4D2node

CTeamplayRoundBasedRules::CleanUpMap()::CTeamplayMapEntityFilter::ShouldCreateEntity

0x004c9250 · 74 bytes · __thiscall

_ZZN24CTeamplayRoundBasedRules10CleanUpMapEvEN24CTeamplayMapEntityFilter18ShouldCreateEntityEPKc

Decompiled

undefined (2 params)

/* ShouldCreateEntity(char const*) */

void __thiscall
CTeamplayRoundBasedRules::CleanUpMap()::CTeamplayMapEntityFilter::ShouldCreateEntity
          (CTeamplayMapEntityFilter *this,char *param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(**(int **)(this + 8) + 0x2a4))(*(int **)(this + 8),param_1);
  if ((cVar1 == '\0') && (*(uint *)(this + 4) != 0xffff)) {
    *(uint *)(this + 4) =
         (uint)*(ushort *)(g_MapEntityRefs + (*(uint *)(this + 4) & 0xffff) * 0xc + 10);
  }
  return;
}

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)