L L4D2node

Array_DecodeZero

0x00146960 · 43 bytes · __cdecl

_Z16Array_DecodeZeroP10DecodeInfo

Decompiled

undefined (1 param)

/* Array_DecodeZero(DecodeInfo*) */

void Array_DecodeZero(DecodeInfo *param_1)

{
  if (*(code **)(*(int *)param_1 + 0x1c) != (code *)0x0) {
    (**(code **)(*(int *)param_1 + 0x1c))
              (*(undefined4 *)(param_1 + 0x1c),*(undefined4 *)(param_1 + 0x18),0);
  }
  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)