L L4D2node

coerciblevariant_t::ConvertInt

0x00644f30 · 136 bytes · __thiscall

_ZNK18coerciblevariant_t10ConvertIntEv

Decompiled

undefined (1 param)

/* coerciblevariant_t::ConvertInt() const */

uint __thiscall coerciblevariant_t::ConvertInt(coerciblevariant_t *this)

{
  uint uVar1;
  uint uVar2;
  undefined *puVar3;
  
  switch(*(undefined4 *)(this + 0x14)) {
  default:
    return 0;
  case 1:
  case 5:
  case 6:
    return *(uint *)(this + 4);
  case 2:
    uVar2 = strtol(*(char **)(this + 0xc),(char **)0x0,10);
    break;
  case 0xd:
    uVar1 = *(uint *)(this + 0x10);
    uVar2 = 0;
    if (((uVar1 != 0xffffffff) &&
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
      uVar2 = (uint)(*(int *)(puVar3 + 4) != 0);
    }
  }
  return uVar2;
}

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)