L L4D2node

putend

0x000edab0 · 598 bytes · __cdecl

_Z6putendimmjPcPFjPvPKcjES0_

Decompiled

undefined (7 params)

/* putend(int, unsigned long, unsigned long, unsigned int, char*, unsigned int (*)(void*, char
   const*, unsigned int), void*) */

undefined4
putend(int param_1,ulong param_2,ulong param_3,uint param_4,char *param_5,
      _func_uint_void_ptr_char_ptr_uint *param_6,void *param_7)

{
  uint uVar1;
  char cVar2;
  char local_1d [13];
  
  local_1d[0] = 'P';
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = 'K';
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = '\x05';
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = '\x06';
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = '\0';
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = '\0';
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = '\0';
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = '\0';
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)param_1;
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)((uint)param_1 >> 8);
  cVar2 = local_1d[0];
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)param_1;
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = cVar2;
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)param_2;
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)(param_2 >> 8);
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)(param_2 >> 0x10);
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)(param_2 >> 0x18);
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)param_3;
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)(param_3 >> 8);
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)(param_3 >> 0x10);
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)(param_3 >> 0x18);
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)param_4;
  (*param_6)(param_7,local_1d,1);
  local_1d[0] = (char)(param_4 >> 8);
  (*param_6)(param_7,local_1d,1);
  if (param_4 != 0) {
    uVar1 = (*param_6)(param_7,param_5,param_4);
    if (param_4 != uVar1) {
      return 10;
    }
  }
  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)