L L4D2node

UTIL_IsMasterTriggered

0x00b2cc00 · 140 bytes · __cdecl

_Z22UTIL_IsMasterTriggered8string_tP11CBaseEntity

Decompiled

undefined (2 params)

/* UTIL_IsMasterTriggered(string_t, CBaseEntity*) */

undefined4 UTIL_IsMasterTriggered(char *param_1,CBaseEntity *param_2)

{
  int *piVar1;
  uint uVar2;
  undefined4 uVar3;
  
  if (param_1 != (char *)0x0) {
    piVar1 = (int *)CGlobalEntityList::FindEntityByName
                              ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,param_1,
                               (CBaseEntity *)0x0,param_2,(CBaseEntity *)0x0,
                               (IEntityFindFilter *)0x0);
    if (piVar1 != (int *)0x0) {
      uVar2 = (**(code **)(*piVar1 + 0xa4))(piVar1);
      if ((uVar2 & 0x10000000) != 0) {
                    /* WARNING: Could not recover jumptable at 0x00b2cc94. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        uVar3 = (**(code **)(*piVar1 + 0x13c))();
        return uVar3;
      }
    }
    Warning("Master was null or not a master!\n");
  }
  return 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)