L L4D2node

CRuleScriptBridge::CScriptResponse_t::IsValid

0x0080a8b0 · 27 bytes · __thiscall

_ZNK17CRuleScriptBridge17CScriptResponse_t7IsValidEv

Decompiled

undefined (1 param)

/* CRuleScriptBridge::CScriptResponse_t::IsValid() const */

undefined4 __thiscall CRuleScriptBridge::CScriptResponse_t::IsValid(CScriptResponse_t *this)

{
  if (*(int *)(this + 4) != 0) {
    return CONCAT31((int3)((uint)*(int *)(this + 8) >> 8),*(int *)(this + 8) != 0);
  }
  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)