L L4D2node

CBaseEntityOutput::NumberOfElements

0x0063bfd0 · 28 bytes · __thiscall

_ZN17CBaseEntityOutput16NumberOfElementsEv

Decompiled

undefined (1 param)

/* CBaseEntityOutput::NumberOfElements() */

int __thiscall CBaseEntityOutput::NumberOfElements(CBaseEntityOutput *this)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  for (iVar1 = *(int *)(this + 0x14); iVar1 != 0; iVar1 = *(int *)(iVar1 + 0x18)) {
    iVar2 = iVar2 + 1;
  }
  return iVar2;
}

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)