L L4D2node

Int_SkipProp

0x001469a0 · 83 bytes · __cdecl

_Z12Int_SkipPropPK8SendPropP7bf_read

Decompiled

undefined (2 params)

/* Int_SkipProp(SendProp const*, bf_read*) */

void Int_SkipProp(SendProp *param_1,bf_read *param_2)

{
  int iVar1;
  int iVar2;
  
  if (*(int *)(param_2 + 0x20) != 0) {
    iVar1 = (((uint)(*(int *)(param_2 + 0x18) - *(int *)(param_2 + 0x20)) >> 2) * 0x20 -
            *(int *)(param_2 + 0x14)) + (*(uint *)(param_2 + 0xc) & 3) * 8;
    iVar2 = *(int *)(param_2 + 8);
    if (iVar1 <= *(int *)(param_2 + 8)) {
      iVar2 = iVar1;
    }
    CBitRead::Seek((CBitRead *)param_2,*(int *)(param_1 + 0xc) + iVar2);
    return;
  }
  CBitRead::Seek((CBitRead *)param_2,*(int *)(param_1 + 0xc));
  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)