L L4D2node

CGlobalEntityList::IsEntityPtr

0x0067bfe0 · 47 bytes · __thiscall

_ZN17CGlobalEntityList11IsEntityPtrEPv

Decompiled

undefined (2 params)

/* CGlobalEntityList::IsEntityPtr(void*) */

undefined4 __thiscall CGlobalEntityList::IsEntityPtr(CGlobalEntityList *this,void *param_1)

{
  int *piVar1;
  
  if ((param_1 != (void *)0x0) && (piVar1 = *(int **)(this + 0x10004), piVar1 != (int *)0x0)) {
    do {
      if ((void *)*piVar1 == param_1) {
        return 1;
      }
      piVar1 = (int *)piVar1[3];
    } while (piVar1 != (int *)0x0);
    return 0;
  }
  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)