L L4D2node

IHandleEntityEntindexCompare

0x00519980 · 154 bytes · __cdecl

_ZL28IHandleEntityEntindexComparePKP13IHandleEntityS2_

Decompiled

undefined (2 params)

/* IHandleEntityEntindexCompare(IHandleEntity* const*, IHandleEntity* const*) */

bool IHandleEntityEntindexCompare(IHandleEntity **param_1,IHandleEntity **param_2)

{
  IHandleEntity *pIVar1;
  int iVar2;
  char cVar3;
  int iVar4;
  IHandleEntity *pIVar5;
  IHandleEntity *pIVar6;
  
  pIVar6 = *param_1;
  cVar3 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,pIVar6);
  if (cVar3 != '\0') {
    pIVar6 = (IHandleEntity *)0x0;
  }
  pIVar1 = *param_2;
  cVar3 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,pIVar1);
  pIVar5 = (IHandleEntity *)0x0;
  if (cVar3 == '\0') {
    pIVar5 = pIVar1;
  }
  if (*(int *)(pIVar6 + 0x30) == 0) {
    iVar2 = *(int *)(pIVar5 + 0x30);
    iVar4 = 0;
  }
  else {
    iVar2 = *(int *)(pIVar5 + 0x30);
    iVar4 = *(int *)(pIVar6 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  if (iVar2 != 0) {
    return iVar4 < iVar2 - *(int *)(gpGlobals + 0x58) >> 4;
  }
  return iVar4 < 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)