L L4D2node

RecvProxy_UtlVectorLength

0x000d5f70 · 59 bytes · __cdecl

_Z25RecvProxy_UtlVectorLengthPK14CRecvProxyDataPvS2_

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* RecvProxy_UtlVectorLength(CRecvProxyData const*, void*, void*) */

void RecvProxy_UtlVectorLength(CRecvProxyData *param_1,void *param_2,void *param_3)

{
  if ((*(int *)(param_1 + 4) < 0) ||
     (*(int *)(*(int *)(*(int *)param_1 + 0x14) + 0x18) < *(int *)(param_1 + 4))) {
    _DAT_00000001 = 2;
  }
                    /* WARNING: Could not recover jumptable at 0x000d5fa9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)(*(int *)param_1 + 0x14) + 8))();
  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)