L L4D2node

UTIL_EntityByIndex

0x00b2b0b0 · 62 bytes · __cdecl

_Z18UTIL_EntityByIndexi

Decompiled

undefined (1 param)

/* UTIL_EntityByIndex(int) */

undefined4 UTIL_EntityByIndex(int param_1)

{
  int *piVar1;
  byte *pbVar2;
  undefined4 uVar3;
  
  if ((((0 < param_1) && ((uint)param_1 < 0x800)) && (*(int *)(gpGlobals + 0x58) != 0)) &&
     ((pbVar2 = (byte *)(param_1 * 0x10 + *(int *)(gpGlobals + 0x58)), (*pbVar2 & 2) == 0 &&
      (piVar1 = *(int **)(pbVar2 + 0xc), piVar1 != (int *)0x0)))) {
                    /* WARNING: Could not recover jumptable at 0x00b2b0e8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar3 = (**(code **)(*piVar1 + 0x18))();
    return uVar3;
  }
  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)