L L4D2node

GlobalEntity_GetState

0x006d6b20 · 37 bytes · __cdecl

_Z21GlobalEntity_GetStatei

Decompiled

undefined (1 param)

/* GlobalEntity_GetState(int) */

undefined4 GlobalEntity_GetState(int param_1)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if ((-1 < param_1) && (param_1 < (int)gGlobalState._84_4_)) {
    uVar1 = *(undefined4 *)(gGlobalState._72_4_ + param_1 * 0xc + 4);
  }
  return uVar1;
}

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)