L L4D2node

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 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)