L L4D2node

CStudioHdr::pIKAutoplayLock

0x0059dc90 · 100 bytes · __thiscall

_ZN10CStudioHdr15pIKAutoplayLockEi

Decompiled

undefined (2 params)

/* CStudioHdr::pIKAutoplayLock(int) */

int __thiscall CStudioHdr::pIKAutoplayLock(CStudioHdr *this,int param_1)

{
  int iVar1;
  
  if (*(int *)(this + 4) != 0) {
    iVar1 = GroupStudioHdr(this,*(int *)(*(int *)(*(int *)(this + 4) + 0x80) + param_1 * 8));
    return iVar1 + *(int *)(*(int *)(*(int *)(this + 4) + 0x80) + 4 + param_1 * 8) * 0x20 +
                   *(int *)(iVar1 + 0x144);
  }
  return *(int *)this + param_1 * 0x20 + *(int *)(*(int *)this + 0x144);
}

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)