InternalRecvPropArray
0x000d48f0 · 93 bytes · __cdecl
_Z21InternalRecvPropArrayiiPKcPFvPviiE
Decompiled
undefined (4 params)
/* InternalRecvPropArray(int, int, char const*, void (*)(void*, int, int)) */
void InternalRecvPropArray
(int param_1,int param_2,char *param_3,_func_void_void_ptr_int_int *param_4)
{
undefined4 in_stack_00000014;
*(undefined4 *)(param_1 + 0x14) = 0;
*(int *)(param_1 + 0x34) = param_2;
*(undefined4 *)(param_1 + 0x2c) = 0;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0x20) = 0;
*(char **)(param_1 + 0x30) = param_3;
*(undefined4 *)(param_1 + 0x24) = 0;
*(undefined4 *)(param_1 + 0x28) = 0;
*(undefined4 *)(param_1 + 0x18) = 0;
*(_func_void_void_ptr_int_int **)param_1 = param_4;
*(undefined1 *)(param_1 + 0x10) = 0;
*(undefined4 *)(param_1 + 4) = 5;
*(undefined4 *)(param_1 + 0x1c) = in_stack_00000014;
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.