L L4D2node

SafeGet<CVariantBase<CVariantDefaultAllocator>>

0x0080a020 · 58 bytes · __regparm3

_Z7SafeGetI12CVariantBaseI24CVariantDefaultAllocatorEEbP9HSCRIPT__PKcRT_b.isra.45

Decompiled

bool (4 params)

/* bool SafeGet<CVariantBase<CVariantDefaultAllocator> >(HSCRIPT__*, char const*,
   CVariantBase<CVariantDefaultAllocator>&, bool) [clone .isra.45] */

bool __regparm3
SafeGet<CVariantBase<CVariantDefaultAllocator>>
          (HSCRIPT__ *param_1,char *param_2,CVariantBase *param_3,bool param_4)

{
  char cVar1;
  bool bVar2;
  
  cVar1 = (**(code **)(*g_pScriptVM + 0x90))(g_pScriptVM,param_1,param_2,param_3);
  bVar2 = false;
  if (cVar1 != '\0') {
    bVar2 = *(short *)(param_3 + 8) != 0;
  }
  return bVar2;
}

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)