L L4D2node

DataTableRecvProxy_LengthProxy

0x000d6010 · 47 bytes · __cdecl

_Z30DataTableRecvProxy_LengthProxyPK8RecvPropPPvS2_i

Decompiled

undefined (4 params)

/* DataTableRecvProxy_LengthProxy(RecvProp const*, void**, void*, int) */

void DataTableRecvProxy_LengthProxy(RecvProp *param_1,void **param_2,void *param_3,int param_4)

{
  int iVar1;
  
  iVar1 = *(int *)(param_1 + 0x14);
  (**(code **)(iVar1 + 0xc))(param_3,*(undefined4 *)(iVar1 + 0x14),*(undefined4 *)(iVar1 + 0x18));
  *param_2 = param_3;
  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)