L L4D2node

SetupArrayProps_R<RecvTable,RecvProp>

0x00145500 · 140 bytes · __cdecl

_Z17SetupArrayProps_RI9RecvTable8RecvPropEvPT_

Decompiled

void (1 param)

/* void SetupArrayProps_R<RecvTable, RecvProp>(RecvTable*) */

void SetupArrayProps_R<RecvTable,RecvProp>(RecvTable *param_1)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  if ((param_1[0x10] == (RecvTable)0x0) &&
     (param_1[0x10] = (RecvTable)0x1, 0 < *(int *)(param_1 + 4))) {
    iVar4 = 0;
    iVar3 = 0;
    do {
      while( true ) {
        iVar2 = *(int *)param_1;
        puVar1 = (undefined4 *)(iVar2 + iVar4);
        if (puVar1[1] != 5) break;
        if (iVar3 == 0) {
          Error("SetupArrayProps_R: array prop \'%s\' is at index zero.",*puVar1);
          iVar2 = *(int *)param_1;
        }
        iVar2 = iVar2 + -0x3c + iVar4;
        iVar3 = iVar3 + 1;
        iVar4 = iVar4 + 0x3c;
        *(undefined1 *)(iVar2 + 0x10) = 1;
        puVar1[6] = iVar2;
        if (*(int *)(param_1 + 4) <= iVar3) {
          return;
        }
      }
      if (puVar1[1] == 6) {
        SetupArrayProps_R<RecvTable,RecvProp>((RecvTable *)puVar1[10]);
      }
      iVar3 = iVar3 + 1;
      iVar4 = iVar4 + 0x3c;
    } while (iVar3 < *(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)