RecvPropVectorXY
0x000d44e0 · 93 bytes · __cdecl
_Z16RecvPropVectorXYPKciiiPFvPK14CRecvProxyDataPvS4_E
Decompiled
undefined (5 params)
/* RecvPropVectorXY(char const*, int, int, int, void (*)(CRecvProxyData const*, void*, void*)) */
void RecvPropVectorXY(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] = '\x03';
param_1[5] = '\0';
param_1[6] = '\0';
param_1[7] = '\0';
*(undefined4 *)(param_1 + 0x20) = in_stack_00000018;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.