L L4D2node

DataTable_WriteSendTablesBuffer

0x001448f0 · 167 bytes · __cdecl

_Z31DataTable_WriteSendTablesBufferP11ServerClassP8bf_write

Decompiled

undefined (2 params)

/* DataTable_WriteSendTablesBuffer(ServerClass*, bf_write*) */

void DataTable_WriteSendTablesBuffer(ServerClass *param_1,bf_write *param_2)

{
  ServerClass *pSVar1;
  int iVar2;
  byte *pbVar3;
  ServerClass *pSVar4;
  ServerClass *pSVar5;
  
  pSVar4 = param_1;
  if (param_1 != (ServerClass *)0x0) {
    do {
      DataTable_ClearWriteFlags_R(*(SendTable **)(pSVar4 + 4));
      pSVar1 = pSVar4 + 8;
      pSVar5 = param_1;
      pSVar4 = *(ServerClass **)pSVar1;
    } while (*(ServerClass **)pSVar1 != (ServerClass *)0x0);
    do {
      while (((byte)(*(SendTable **)(pSVar5 + 4))[0x10] & 2) != 0) {
        pSVar4 = pSVar5 + 8;
        pSVar5 = *(ServerClass **)pSVar4;
        if (*(ServerClass **)pSVar4 == (ServerClass *)0x0) goto LAB_00144948;
      }
      DataTable_MaybeWriteSendTableBuffer(*(SendTable **)(pSVar5 + 4),param_2,true);
      pSVar4 = pSVar5 + 8;
      pSVar5 = *(ServerClass **)pSVar4;
    } while (*(ServerClass **)pSVar4 != (ServerClass *)0x0);
LAB_00144948:
    do {
      DataTable_MaybeWriteSendTableBuffer_R(*(SendTable **)(param_1 + 4),param_2);
      param_1 = *(ServerClass **)(param_1 + 8);
    } while (param_1 != (ServerClass *)0x0);
  }
  iVar2 = *(int *)(param_2 + 0xc);
  if (iVar2 < *(int *)(param_2 + 8)) {
    if (param_2[0x10] == (bf_write)0x0) {
      pbVar3 = (byte *)((iVar2 >> 3) + *(int *)param_2);
      *pbVar3 = *pbVar3 & ~(byte)(1 << ((byte)iVar2 & 7));
      *(int *)(param_2 + 0xc) = *(int *)(param_2 + 0xc) + 1;
      return;
    }
  }
  else {
    param_2[0x10] = (bf_write)0x1;
  }
  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)