L L4D2node

GetResponseRulesNameFromEntity

0x009a0720 · 63 bytes · __cdecl

_Z30GetResponseRulesNameFromEntityP11CBaseEntity

Decompiled

undefined (1 param)

/* GetResponseRulesNameFromEntity(CBaseEntity*) */

undefined4 GetResponseRulesNameFromEntity(CBaseEntity *param_1)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  
  if (param_1 != (CBaseEntity *)0x0) {
    puVar1 = (undefined4 *)
             __dynamic_cast(param_1,&CBaseEntity::typeinfo,&IResponseRulesWeaponSource::typeinfo,
                            0xfffffffe);
    if (puVar1 != (undefined4 *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x009a0759. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar2 = (**(code **)*puVar1)();
      return uVar2;
    }
  }
  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)