L L4D2node

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 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)