L L4D2node

GetIncapacitatedMaxs

0x0051f210 · 86 bytes · unknown

_Z20GetIncapacitatedMaxsv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetIncapacitatedMaxs() */

undefined1 * GetIncapacitatedMaxs(void)

{
  int iVar1;
  
  if (GetIncapacitatedMaxs()::s_incapMaxs != '\0') {
    return GetIncapacitatedMaxs()::s_incapMaxs;
  }
  iVar1 = __cxa_guard_acquire(&GetIncapacitatedMaxs()::s_incapMaxs);
  if (iVar1 != 0) {
    GetIncapacitatedMaxs()::s_incapMaxs._0_4_ = 0x42100000;
    GetIncapacitatedMaxs()::s_incapMaxs._4_4_ = 0x42100000;
    GetIncapacitatedMaxs()::s_incapMaxs._8_4_ = 0x425c0000;
    __cxa_guard_release(&GetIncapacitatedMaxs()::s_incapMaxs);
  }
  return GetIncapacitatedMaxs()::s_incapMaxs;
}

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)