L L4D2node

CBaseEntity::GetEntitySkybox

0x00607be0 · 129 bytes · __thiscall

_ZN11CBaseEntity15GetEntitySkyboxEv

Decompiled

undefined (1 param)

/* CBaseEntity::GetEntitySkybox() */

int __thiscall CBaseEntity::GetEntitySkybox(CBaseEntity *this)

{
  code *pcVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  
  pcVar1 = *(code **)(*engine + 0x104);
  uVar2 = (**(code **)(*(int *)this + 0x288))(this);
  uVar2 = (*pcVar1)(engine,uVar2);
  iVar3 = GetSkyCameraList();
  while( true ) {
    if (iVar3 == 0) {
      return 0;
    }
    iVar4 = (**(code **)(*engine + 0x100))(engine,uVar2,*(undefined4 *)(iVar3 + 0x454));
    if (iVar4 != 0) break;
    iVar3 = *(int *)(iVar3 + 0x4b8);
  }
  return iVar3;
}

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)