L L4D2node

putextended

0x000ed3e0 · 433 bytes · __cdecl

_Z11putextendedP5zlistPFjPvPKcjES1_

Decompiled

undefined (3 params)

/* putextended(zlist*, unsigned int (*)(void*, char const*, unsigned int), void*) */

undefined4 putextended(zlist *param_1,_func_uint_void_ptr_char_ptr_uint *param_2,void *param_3)

{
  zlist local_1d [13];
  
  local_1d[0] = (zlist)0x50;
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = (zlist)0x4b;
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = (zlist)0x7;
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = (zlist)0x8;
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = SUB41(*(undefined4 *)(param_1 + 0xc),0);
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = param_1[0xd];
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = SUB21(*(undefined2 *)(param_1 + 0xe),0);
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = param_1[0xf];
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = SUB41(*(undefined4 *)(param_1 + 0x10),0);
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = param_1[0x11];
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = SUB21(*(undefined2 *)(param_1 + 0x12),0);
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = param_1[0x13];
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = SUB41(*(undefined4 *)(param_1 + 0x14),0);
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = param_1[0x15];
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = SUB21(*(undefined2 *)(param_1 + 0x16),0);
  (*param_2)(param_3,(char *)local_1d,1);
  local_1d[0] = param_1[0x17];
  (*param_2)(param_3,(char *)local_1d,1);
  return 0;
}

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)