L L4D2node

UTIL_EntityHasMatchingRootParent

0x00580630 · 117 bytes · __cdecl

_Z32UTIL_EntityHasMatchingRootParentP11CBaseEntityS0_

Decompiled

undefined (2 params)

/* UTIL_EntityHasMatchingRootParent(CBaseEntity*, CBaseEntity*) */

undefined4 UTIL_EntityHasMatchingRootParent(CBaseEntity *param_1,CBaseEntity *param_2)

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined *puVar3;
  
  if ((param_1 != (CBaseEntity *)0x0) &&
     ((pCVar2 = (CBaseEntity *)CBaseEntity::GetRootMoveParent(param_2), param_1 == pCVar2 ||
      ((((uVar1 = *(uint *)(param_2 + 0x220), uVar1 != 0xffffffff &&
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
       ((*(CBaseEntity **)(puVar3 + 4) != (CBaseEntity *)0x0 &&
        (pCVar2 = (CBaseEntity *)CBaseEntity::GetRootMoveParent(*(CBaseEntity **)(puVar3 + 4)),
        param_1 == pCVar2)))))))) {
    return 1;
  }
  return 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)