L L4D2node

RecvPropDataTable

0x000d4660 · 92 bytes · __cdecl

_Z17RecvPropDataTablePKciiP9RecvTablePFvPK8RecvPropPPvS6_iE

Decompiled

undefined (5 params)

/* RecvPropDataTable(char const*, int, int, RecvTable*, void (*)(RecvProp const*, void**, void*,
   int)) */

void RecvPropDataTable(char *param_1,int param_2,int param_3,RecvTable *param_4,
                      _func_void_RecvProp_ptr_void_ptr_ptr_void_ptr_int *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[0x20] = '\0';
  param_1[0x21] = '\0';
  param_1[0x22] = '\0';
  param_1[0x23] = '\0';
  param_1[0x34] = '\x01';
  param_1[0x35] = '\0';
  param_1[0x36] = '\0';
  param_1[0x37] = '\0';
  param_1[0x30] = -1;
  param_1[0x31] = -1;
  param_1[0x32] = -1;
  param_1[0x33] = -1;
  *(int *)(param_1 + 0x2c) = param_3;
  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';
  param_1[0x10] = '\0';
  *(RecvTable **)(param_1 + 8) = param_4;
  param_1[4] = '\x06';
  param_1[5] = '\0';
  param_1[6] = '\0';
  param_1[7] = '\0';
  *(undefined4 *)(param_1 + 0x24) = in_stack_00000018;
  *(_func_void_RecvProp_ptr_void_ptr_ptr_void_ptr_int **)(param_1 + 0x28) = param_5;
  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)