L L4D2node

SendProxy_LengthTable

0x000d6560 · 40 bytes · __cdecl

_Z21SendProxy_LengthTablePK8SendPropPKvS3_P20CSendProxyRecipientsi

Decompiled

undefined (5 params)

/* SendProxy_LengthTable(SendProp const*, void const*, void const*, CSendProxyRecipients*, int) */

void * SendProxy_LengthTable
                 (SendProp *param_1,void *param_2,void *param_3,CSendProxyRecipients *param_4,
                 int param_5)

{
  int iVar1;
  
  iVar1 = *(int *)(param_1 + 0x50);
  (**(code **)(iVar1 + 8))(param_2,*(undefined4 *)(iVar1 + 0x10),*(undefined4 *)(iVar1 + 0x14));
  return param_3;
}

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)