L L4D2node

SetRecursiveProxyIndices_R

0x00140ba0 · 105 bytes · __regparm3

_ZL26SetRecursiveProxyIndices_RP9SendTableP9CSendNodeRi

Decompiled

undefined (3 params)

/* SetRecursiveProxyIndices_R(SendTable*, CSendNode*, int&) */

void __regparm3 SetRecursiveProxyIndices_R(SendTable *param_1,CSendNode *param_2,int *param_3)

{
  int iVar1;
  int iVar2;
  
  iVar2 = *param_3;
  if (0x3f < iVar2) {
    Error("Too many proxies for datatable %s.",*(undefined4 *)(param_1 + 8));
    iVar2 = *param_3;
  }
  *(short *)(param_2 + 0x22) = (short)iVar2;
  iVar2 = 0;
  *param_3 = *param_3 + 1;
  if (0 < *(int *)(param_2 + 0xc)) {
    do {
      iVar1 = iVar2 * 4;
      iVar2 = iVar2 + 1;
      SetRecursiveProxyIndices_R(param_1,*(CSendNode **)(*(int *)param_2 + iVar1),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)