L L4D2node

CAI_LocalIdSpace::LocalToGlobal

0x005b38e0 · 56 bytes · __thiscall

_ZNK16CAI_LocalIdSpace13LocalToGlobalEi

Decompiled

undefined (2 params)

/* CAI_LocalIdSpace::LocalToGlobal(int) const */

int __thiscall CAI_LocalIdSpace::LocalToGlobal(CAI_LocalIdSpace *this,int param_1)

{
  int iVar1;
  
  if (param_1 != -1) {
    do {
      iVar1 = *(int *)(this + 4);
      if (((iVar1 != 9999) && (iVar1 <= param_1)) && (param_1 <= *(int *)(this + 8))) {
        return (param_1 + *(int *)this) - iVar1;
      }
      this = *(CAI_LocalIdSpace **)(this + 0x10);
    } while (this != (CAI_LocalIdSpace *)0x0);
  }
  return -1;
}

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)