L L4D2node

CLogicCase::BuildCaseMap

0x006ea8e0 · 98 bytes · __thiscall

_ZN10CLogicCase12BuildCaseMapEPh

Decompiled

undefined (2 params)

/* CLogicCase::BuildCaseMap(unsigned char*) */

int __thiscall CLogicCase::BuildCaseMap(CLogicCase *this,uchar *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  CBaseEntityOutput *this_00;
  
  iVar2 = 0;
  param_1[0] = '\0';
  param_1[1] = '\0';
  param_1[2] = '\0';
  param_1[3] = '\0';
  param_1[4] = '\0';
  param_1[5] = '\0';
  param_1[6] = '\0';
  param_1[7] = '\0';
  param_1[8] = '\0';
  param_1[9] = '\0';
  param_1[10] = '\0';
  param_1[0xb] = '\0';
  param_1[0xc] = '\0';
  param_1[0xd] = '\0';
  param_1[0xe] = '\0';
  param_1[0xf] = '\0';
  this_00 = (CBaseEntityOutput *)(this + 0x498);
  iVar3 = 0;
  do {
    iVar1 = CBaseEntityOutput::NumberOfElements(this_00);
    if (0 < iVar1) {
      param_1[iVar3] = (uchar)iVar2;
      iVar3 = iVar3 + 1;
    }
    iVar2 = iVar2 + 1;
    this_00 = this_00 + 0x18;
  } while (iVar2 != 0x10);
  return iVar3;
}

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)