L L4D2node

RecvPropFloat

0x000d4420 · 93 bytes · __cdecl

_Z13RecvPropFloatPKciiiPFvPK14CRecvProxyDataPvS4_E

Decompiled

undefined (5 params)

/* RecvPropFloat(char const*, int, int, int, void (*)(CRecvProxyData const*, void*, void*)) */

void RecvPropFloat(char *param_1,int param_2,int param_3,int param_4,
                  _func_void_CRecvProxyData_ptr_void_ptr_void_ptr *param_5)

{
  undefined4 in_stack_00000018;
  
  param_1[0x14] = '\0';
  param_1[0x15] = '\0';
  param_1[0x16] = '\0';
  param_1[0x17] = '\0';
  *(int *)param_1 = param_2;
  param_1[0x24] = '\0';
  param_1[0x25] = '\0';
  param_1[0x26] = '\0';
  param_1[0x27] = '\0';
  param_1[0x28] = '\0';
  param_1[0x29] = '\0';
  param_1[0x2a] = '\0';
  param_1[0x2b] = '\0';
  param_1[0x34] = '\x01';
  param_1[0x35] = '\0';
  param_1[0x36] = '\0';
  param_1[0x37] = '\0';
  *(int *)(param_1 + 0x2c) = param_3;
  param_1[0x30] = -1;
  param_1[0x31] = -1;
  param_1[0x32] = -1;
  param_1[0x33] = -1;
  param_1[0x18] = '\0';
  param_1[0x19] = '\0';
  param_1[0x1a] = '\0';
  param_1[0x1b] = '\0';
  param_1[0x1c] = '\0';
  param_1[0x1d] = '\0';
  param_1[0x1e] = '\0';
  param_1[0x1f] = '\0';
  *(_func_void_CRecvProxyData_ptr_void_ptr_void_ptr **)(param_1 + 8) = param_5;
  param_1[0x10] = '\0';
  param_1[4] = '\x01';
  param_1[5] = '\0';
  param_1[6] = '\0';
  param_1[7] = '\0';
  *(undefined4 *)(param_1 + 0x20) = in_stack_00000018;
  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)