L L4D2node

CBaseEntity::Instance

0x00607660 · 60 bytes · __cdecl

_ZN11CBaseEntity8InstanceERK11CBaseHandle

Decompiled

undefined (1 param)

/* CBaseEntity::Instance(CBaseHandle const&) */

undefined4 CBaseEntity::Instance(CBaseHandle *param_1)

{
  uint uVar1;
  undefined4 uVar2;
  int iVar3;
  
  uVar1 = *(uint *)param_1;
  if (((uVar1 != 0xffffffff) &&
      (iVar3 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar3 + 8) == uVar1 >> 0xc)) &&
     (*(int **)(gEntList + iVar3 + 4) != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x006076a0. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar2 = (**(code **)(**(int **)(gEntList + iVar3 + 4) + 0x18))();
    return uVar2;
  }
  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)