L L4D2node

SendProxy_UtlVectorLength

0x000d6530 · 37 bytes · __cdecl

_Z25SendProxy_UtlVectorLengthPK8SendPropPKvS3_P8DVariantii

Decompiled

undefined (6 params)

/* SendProxy_UtlVectorLength(SendProp const*, void const*, void const*, DVariant*, int, int) */

void SendProxy_UtlVectorLength
               (SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
               int param_6)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(param_1 + 0x50);
  iVar2 = *(int *)((int)param_2 + *(int *)(iVar1 + 0x10) + 0xc);
  *(int *)param_4 = iVar2;
  iVar1 = *(int *)(iVar1 + 0x14);
  if (iVar1 < iVar2) {
    *(int *)param_4 = iVar1;
  }
  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)