L L4D2node

EntityEntindexCompare

0x00519920 · 88 bytes · __cdecl

_ZL21EntityEntindexComparePKP11CBaseEntityS2_

Decompiled

undefined (2 params)

/* EntityEntindexCompare(CBaseEntity* const*, CBaseEntity* const*) */

bool EntityEntindexCompare(CBaseEntity **param_1,CBaseEntity **param_2)

{
  int iVar1;
  int iVar2;
  
  if (*(int *)(*param_1 + 0x30) == 0) {
    iVar2 = 0;
    iVar1 = *(int *)(*param_2 + 0x30);
  }
  else {
    iVar2 = *(int *)(*param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    iVar1 = *(int *)(*param_2 + 0x30);
  }
  if (iVar1 != 0) {
    return iVar2 < iVar1 - *(int *)(gpGlobals + 0x58) >> 4;
  }
  return iVar2 < 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)