L L4D2node

CBaseFlex::ScriptGetOldestScene

0x006239d0 · 84 bytes · __thiscall

_ZN9CBaseFlex20ScriptGetOldestSceneEv

Decompiled

undefined (1 param)

/* CBaseFlex::ScriptGetOldestScene() */

undefined4 __thiscall CBaseFlex::ScriptGetOldestScene(CBaseFlex *this)

{
  uint uVar1;
  undefined4 uVar2;
  undefined *puVar3;
  
  if (0 < *(int *)(this + 0x1794)) {
    uVar1 = *(uint *)(*(int *)(this + 0x1788) + 0xc);
    if ((((uVar1 != 0xffffffff) &&
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
       (*(CBaseEntity **)(puVar3 + 4) != (CBaseEntity *)0x0)) {
      uVar2 = CBaseEntity::GetScriptInstance(*(CBaseEntity **)(puVar3 + 4));
      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)