L L4D2node

coerciblevariant_t::ConvertEntity

0x00645070 · 145 bytes · __thiscall

_ZNK18coerciblevariant_t13ConvertEntityEv

Decompiled

undefined (1 param)

/* coerciblevariant_t::ConvertEntity() const */

undefined4 __thiscall coerciblevariant_t::ConvertEntity(coerciblevariant_t *this)

{
  uint uVar1;
  undefined4 uVar2;
  undefined *puVar3;
  
  if (*(int *)(this + 0x14) != 2) {
    if (*(int *)(this + 0x14) == 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 = *(undefined4 *)(puVar3 + 4);
      }
    }
    else {
      uVar2 = 0;
    }
    return uVar2;
  }
  uVar2 = CGlobalEntityList::FindEntityByName
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,*(char **)(this + 0xc),
                     (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                     (IEntityFindFilter *)0x0);
  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)