L L4D2node

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 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)