GetHidingSpotByID
0x0073f5f0 · 54 bytes · __cdecl
_Z17GetHidingSpotByIDj
Decompiled
undefined (1 param)
/* GetHidingSpotByID(unsigned int) */
int GetHidingSpotByID(uint param_1)
{
int iVar1;
int iVar2;
if (*TheHidingSpots < 1) {
LAB_0073f620:
iVar1 = 0;
}
else {
iVar1 = TheHidingSpots[1];
if (*(uint *)(iVar1 + 0x10) != param_1) {
iVar2 = 0;
do {
if (iVar2 + 1 == *TheHidingSpots) goto LAB_0073f620;
iVar1 = TheHidingSpots[iVar2 + 2];
iVar2 = iVar2 + 1;
} while (*(uint *)(iVar1 + 0x10) != param_1);
}
}
return iVar1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.