L L4D2node

EntityIsParentOf

0x006d8e70 · 89 bytes · __cdecl

_Z16EntityIsParentOfP11CBaseEntityS0_

Decompiled

undefined (2 params)

/* EntityIsParentOf(CBaseEntity*, CBaseEntity*) */

undefined4 EntityIsParentOf(CBaseEntity *param_1,CBaseEntity *param_2)

{
  uint uVar1;
  undefined *puVar2;
  
  while ((((uVar1 = *(uint *)(param_2 + 0x188), uVar1 != 0xffffffff &&
           (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
         (param_2 = *(CBaseEntity **)(puVar2 + 4), param_2 != (CBaseEntity *)0x0))) {
    if (param_1 == param_2) {
      return 1;
    }
  }
  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)