L L4D2node

CFlexExpresser::AsFlexExpresser

0x008d0580 · 59 bytes · __cdecl

_ZN14CFlexExpresser15AsFlexExpresserEP11CBaseEntity

Decompiled

undefined (1 param)

/* CFlexExpresser::AsFlexExpresser(CBaseEntity*) */

CBaseEntity * CFlexExpresser::AsFlexExpresser(CBaseEntity *param_1)

{
  char cVar1;
  
  if (param_1 == (CBaseEntity *)0x0) {
    return (CBaseEntity *)0x0;
  }
  if ((*(char **)(param_1 + 0x7c) != "func_orator") &&
     (cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_orator"), cVar1 == '\0')) {
    return (CBaseEntity *)0x0;
  }
  return param_1;
}

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)