L L4D2node

RecvProxy_VectorToVector

0x000d4220 · 40 bytes · __cdecl

_Z24RecvProxy_VectorToVectorPK14CRecvProxyDataPvS2_

Decompiled

undefined (3 params)

/* RecvProxy_VectorToVector(CRecvProxyData const*, void*, void*) */

void RecvProxy_VectorToVector(CRecvProxyData *param_1,void *param_2,void *param_3)

{
  *(undefined4 *)param_3 = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)((int)param_3 + 4) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)((int)param_3 + 8) = *(undefined4 *)(param_1 + 0xc);
  return;
}

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)