L L4D2node

CBaseFlex::ScriptGetSceneByIndex

0x00623a30 · 94 bytes · __thiscall

_ZN9CBaseFlex21ScriptGetSceneByIndexEi

Decompiled

undefined (2 params)

/* CBaseFlex::ScriptGetSceneByIndex(int) */

undefined4 __thiscall CBaseFlex::ScriptGetSceneByIndex(CBaseFlex *this,int param_1)

{
  uint uVar1;
  undefined *puVar2;
  undefined4 uVar3;
  
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0x1794))) {
    uVar1 = *(uint *)(*(int *)(this + 0x1788) + param_1 * 0x48 + 0xc);
    if ((uVar1 != 0xffffffff) &&
       (((puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc &&
         (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
        (*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0)))) {
      uVar3 = CBaseEntity::GetScriptInstance(*(CBaseEntity **)(puVar2 + 4));
      return uVar3;
    }
  }
  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)