L L4D2node

FindTransitioningPlayerIndex

0x00521e90 · 51 bytes · __cdecl

_Z28FindTransitioningPlayerIndexP20CTransitioningPlayer

Decompiled

undefined (1 param)

/* FindTransitioningPlayerIndex(CTransitioningPlayer*) */

int FindTransitioningPlayerIndex(CTransitioningPlayer *param_1)

{
  CTransitioningPlayer *pCVar1;
  int iVar2;
  
  if (DAT_00fa9a14 < 1) {
LAB_00521ebc:
    iVar2 = -1;
  }
  else {
    iVar2 = 0;
    pCVar1 = (CTransitioningPlayer *)*g_TransitioningPlayers;
    while (pCVar1 != param_1) {
      iVar2 = iVar2 + 1;
      if (iVar2 == DAT_00fa9a14) goto LAB_00521ebc;
      pCVar1 = (CTransitioningPlayer *)g_TransitioningPlayers[iVar2];
    }
  }
  return iVar2;
}

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)