L L4D2node

DataTable_MaybeWriteSendTableBuffer_R

0x001447f0 · 109 bytes · __cdecl

_Z37DataTable_MaybeWriteSendTableBuffer_RP9SendTableP8bf_write

Decompiled

undefined (2 params)

/* DataTable_MaybeWriteSendTableBuffer_R(SendTable*, bf_write*) */

void DataTable_MaybeWriteSendTableBuffer_R(SendTable *param_1,bf_write *param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  if (((byte)param_1[0x10] & 2) == 0) {
    DataTable_MaybeWriteSendTableBuffer(param_1,param_2,false);
  }
  iVar3 = 0;
  iVar2 = 0;
  if (0 < *(int *)(param_1 + 4)) {
    do {
      while (iVar1 = *(int *)param_1 + iVar3, *(int *)(iVar1 + 8) != 6) {
        iVar2 = iVar2 + 1;
        iVar3 = iVar3 + 0x54;
        if (*(int *)(param_1 + 4) <= iVar2) {
          return;
        }
      }
      iVar2 = iVar2 + 1;
      iVar3 = iVar3 + 0x54;
      DataTable_MaybeWriteSendTableBuffer_R(*(SendTable **)(iVar1 + 0x48),param_2);
    } while (iVar2 < *(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)