L L4D2node

Array_IsZero

0x00146910 · 66 bytes · __cdecl

_Z12Array_IsZeroPKhP8DVariantPK8SendProp

Decompiled

undefined (3 params)

/* Array_IsZero(unsigned char const*, DVariant*, SendProp const*) */

bool Array_IsZero(uchar *param_1,DVariant *param_2,SendProp *param_3)

{
  int iVar1;
  int iVar2;
  
  if (*(code **)(param_3 + 0x1c) != (code *)0x0) {
    iVar1 = (**(code **)(param_3 + 0x1c))(param_1,0xffffffff);
    iVar2 = *(int *)(param_3 + 0x20);
    if (iVar1 <= *(int *)(param_3 + 0x20)) {
      iVar2 = iVar1;
    }
    return iVar2 == 0;
  }
  return *(int *)(param_3 + 0x20) == 0;
}

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)