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 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.