SendProxy_UtlVectorElement
0x000d6590 · 119 bytes · __cdecl
_Z26SendProxy_UtlVectorElementPK8SendPropPKvS3_P8DVariantii
Decompiled
undefined (6 params)
/* SendProxy_UtlVectorElement(SendProp const*, void const*, void const*, DVariant*, int, int) */
void SendProxy_UtlVectorElement
(SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
int param_6)
{
if (*(int *)(param_1 + 0x24) <
*(int *)((int)param_2 + *(int *)(*(int *)(param_1 + 0x50) + 0x10) + 0xc)) {
/* WARNING: Could not recover jumptable at 0x000d65e2. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)(param_1 + 0x50) + 4))();
return;
}
*(undefined4 *)param_4 = 0;
*(undefined4 *)(param_4 + 4) = 0;
*(undefined4 *)(param_4 + 8) = 0;
*(undefined4 *)(param_4 + 0xc) = 0;
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.