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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.