L L4D2node

CSheetExtended::IsMaterialDualSequence

0x00bde9f0 · 96 bytes · __cdecl

_ZN14CSheetExtended22IsMaterialDualSequenceEP9IMaterial

Decompiled

undefined (1 param)

/* CSheetExtended::IsMaterialDualSequence(IMaterial*) */

bool CSheetExtended::IsMaterialDualSequence(IMaterial *param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  char local_d [5];
  
  if (param_1 != (IMaterial *)0x0) {
    local_d[0] = '\0';
    piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x2c))(param_1,"$DUALSEQUENCE",local_d,1);
    if (((piVar2 != (int *)0x0) && (local_d[0] != '\0')) &&
       (cVar1 = (**(code **)(*piVar2 + 0x44))(piVar2), cVar1 != '\0')) {
      iVar3 = (**(code **)(*piVar2 + 0x68))(piVar2);
      return iVar3 != 0;
    }
  }
  return false;
}

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)