L L4D2node

SetDataTableProxyIndices_R

0x00140b30 · 104 bytes · __regparm3

_ZL26SetDataTableProxyIndices_RP17CSendTablePrecalcP9CSendNodeP21CBuildHierarchyStruct

Decompiled

undefined (3 params)

/* SetDataTableProxyIndices_R(CSendTablePrecalc*, CSendNode*, CBuildHierarchyStruct*) */

void __regparm3
SetDataTableProxyIndices_R
          (CSendTablePrecalc *param_1,CSendNode *param_2,CBuildHierarchyStruct *param_3)

{
  CSendNode *pCVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(param_2 + 0xc)) {
    do {
      pCVar1 = *(CSendNode **)(*(int *)param_2 + iVar2 * 4);
      if ((*(byte *)(*(int *)(param_3 + *(short *)(pCVar1 + 0x14) * 4 + 8) + 0x3d) & 2) == 0) {
        *(undefined2 *)(pCVar1 + 0x20) = *(undefined2 *)(param_1 + 0xf8);
        *(int *)(param_1 + 0xf8) = *(int *)(param_1 + 0xf8) + 1;
      }
      else {
        *(undefined2 *)(pCVar1 + 0x20) = 0xff;
      }
      iVar2 = iVar2 + 1;
      SetDataTableProxyIndices_R(param_1,pCVar1,param_3);
    } while (iVar2 < *(int *)(param_2 + 0xc));
  }
  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)