L L4D2node

CNetPropManager::HasProp

0x0074a950 · 119 bytes · __cdecl

_ZN15CNetPropManager7HasPropEP9HSCRIPT__PKc

Decompiled

undefined (2 params)

/* CNetPropManager::HasProp(HSCRIPT__*, char const*) */

undefined1 CNetPropManager::HasProp(HSCRIPT__ *param_1,char *param_2)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  CBaseEntity local_2c [21];
  undefined1 local_17;
  
  if (param_2 != (char *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    iVar3 = (*pcVar1)(g_pScriptVM,param_2,pSVar2);
    if (iVar3 != 0) {
      GetEntityPropInfo(local_2c,(char *)param_1,iVar3);
      return local_17;
    }
  }
  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)