L L4D2node

SetupArrayProps_R<SendTable,SendProp>

0x001430a0 · 153 bytes · __cdecl

_Z17SetupArrayProps_RI9SendTable8SendPropEvPT_

Decompiled

void (1 param)

/* void SetupArrayProps_R<SendTable, SendProp>(SendTable*) */

void SetupArrayProps_R<SendTable,SendProp>(SendTable *param_1)

{
  uint *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  if ((((byte)param_1[0x10] & 1) == 0) &&
     (param_1[0x10] = (SendTable)((byte)param_1[0x10] | 1), 0 < *(int *)(param_1 + 4))) {
    iVar5 = 0;
    iVar4 = 0;
    do {
      while( true ) {
        iVar3 = *(int *)param_1;
        iVar2 = iVar3 + iVar5;
        if (*(int *)(iVar2 + 8) != 5) break;
        if (iVar4 == 0) {
          Error("SetupArrayProps_R: array prop \'%s\' is at index zero.",
                *(undefined4 *)(iVar2 + 0x30));
          iVar3 = *(int *)param_1;
        }
        iVar3 = iVar3 + -0x54 + iVar5;
        iVar4 = iVar4 + 1;
        iVar5 = iVar5 + 0x54;
        puVar1 = (uint *)(iVar3 + 0x3c);
        *puVar1 = *puVar1 | 0x100;
        *(int *)(iVar2 + 0x18) = iVar3;
        if (*(int *)(param_1 + 4) <= iVar4) {
          return;
        }
      }
      if (*(int *)(iVar2 + 8) == 6) {
        SetupArrayProps_R<SendTable,SendProp>(*(SendTable **)(iVar2 + 0x48));
      }
      iVar4 = iVar4 + 1;
      iVar5 = iVar5 + 0x54;
    } while (iVar4 < *(int *)(param_1 + 4));
  }
  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)