L L4D2node

CBaseServer::CompressPackedEntity

0x00108e70 · 175 bytes · __thiscall

_ZN11CBaseServer20CompressPackedEntityEP11ServerClassPKcRi

Decompiled

undefined (4 params)

/* CBaseServer::CompressPackedEntity(ServerClass*, char const*, int&) */

undefined1 * __thiscall
CBaseServer::CompressPackedEntity(CBaseServer *this,ServerClass *param_1,char *param_2,int *param_3)

{
  void **extraout_EDX;
  bf_write local_34 [12];
  int local_28;
  
  bf_write::bf_write(local_34,"CompressPackedEntity",
                     CompressPackedEntity(ServerClass*,char_const*,int&)::s_packedData,0x4000,-1);
  GetClassBaseline((ServerClass *)this,extraout_EDX,(int *)this);
  SendTable_WriteAllDeltaProps
            (*(SendTable **)(param_1 + 4),(void *)0x0,0,param_2,*param_3,-1,local_34);
  *param_3 = local_28;
  return CompressPackedEntity(ServerClass*,char_const*,int&)::s_packedData;
}

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)