L L4D2node

send_all_trees

0x000ebab0 · 408 bytes · __cdecl

_Z14send_all_treesR6TStateiii

Decompiled

undefined (4 params)

/* send_all_trees(TState&, int, int, int) */

void send_all_trees(TState *param_1,int param_2,int param_3,int param_4)

{
  byte bVar1;
  int iVar2;
  
  if (((param_2 < 0x101) || (param_3 < 1)) || (param_4 < 4)) {
    *(char **)(param_1 + 0x6afa4) = "not enough codes";
  }
  if (((0x11e < param_2) || (0x1e < param_3)) || (0x13 < param_4)) {
    *(char **)(param_1 + 0x6afa4) = "too many codes";
  }
  iVar2 = 0;
  Trace("\nbl counts: ");
  send_bits(param_1,param_2 + -0x101,5);
  send_bits(param_1,param_3 + -1,5);
  send_bits(param_1,param_4 + -4,4);
  if (0 < param_4) {
    do {
      bVar1 = (&bl_order)[iVar2];
      iVar2 = iVar2 + 1;
      Trace("\nbl code %2d ",(uint)bVar1);
      send_bits(param_1,(uint)*(ushort *)(param_1 + (uint)bVar1 * 4 + 0xef6),3);
    } while (iVar2 != param_4);
  }
  Trace("\nbl tree: sent %ld",*(undefined4 *)(param_1 + 0x1af6c));
  send_tree(param_1,(ct_data *)(param_1 + 0x14),param_2 + -1);
  Trace("\nlit tree: sent %ld",*(undefined4 *)(param_1 + 0x1af6c));
  send_tree(param_1,(ct_data *)(param_1 + 0x908),param_3 + -1);
  Trace("\ndist tree: sent %ld");
  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)