L L4D2node

InternalSendPropArray

0x000d5bb0 · 141 bytes · __cdecl

_Z21InternalSendPropArrayiiPcPFiPKviEh

Decompiled

undefined (5 params)

/* InternalSendPropArray(int, int, char*, int (*)(void const*, int), unsigned char) */

void InternalSendPropArray
               (int param_1,int param_2,char *param_3,_func_int_void_ptr_int *param_4,uchar param_5)

{
  undefined3 in_stack_00000015;
  undefined1 in_stack_00000018;
  
  *(undefined ***)param_1 = &PTR__SendProp_002a3bc0;
  *(int *)(param_1 + 0x20) = param_2;
  *(undefined4 *)(param_1 + 0x4c) = 0;
  *(undefined4 *)(param_1 + 0x48) = 0;
  *(undefined4 *)(param_1 + 0x28) = 0;
  *(char **)(param_1 + 0x24) = param_3;
  *(undefined4 *)(param_1 + 0x2c) = 0;
  *(undefined4 *)(param_1 + 0x3c) = 0;
  *(undefined4 *)(param_1 + 0xc) = 0;
  *(_func_int_void_ptr_int **)(param_1 + 0x30) = param_4;
  *(undefined4 *)(param_1 + 0x10) = 0;
  *(undefined4 *)(param_1 + 0x14) = 0;
  *(undefined4 *)(param_1 + 0x34) = 0;
  *(undefined4 *)(param_1 + 0x18) = 0;
  *(undefined4 *)(param_1 + 0x44) = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 5;
  *(code **)(param_1 + 0x40) = SendProxy_Empty;
  *(undefined4 *)(param_1 + 0x1c) = _param_5;
  *(undefined1 *)(param_1 + 0x38) = 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)