L L4D2node

CPropMapStack::RecurseAndCallProxies

0x0014ce20 · 175 bytes · __thiscall

_ZN13CPropMapStack21RecurseAndCallProxiesEP9CSendNodePh

Decompiled

undefined (3 params)

/* CPropMapStack::RecurseAndCallProxies(CSendNode*, unsigned char*) */

void __thiscall
CPropMapStack::RecurseAndCallProxies(CPropMapStack *this,CSendNode *param_1,uchar *param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  undefined4 *puVar4;
  int *piVar5;
  int iVar6;
  uchar *local_20;
  
  *(uchar **)(this + (uint)*(ushort *)(param_1 + 0x22) * 4 + 8) = param_2;
  if (0 < *(int *)(param_1 + 0xc)) {
    iVar6 = 0;
    do {
      local_20 = (uchar *)0x0;
      iVar1 = *(int *)(*(int *)param_1 + iVar6 * 4);
      if (param_2 != (uchar *)0x0) {
        iVar2 = *(int *)(*(int *)(*(int *)(this + 0x11c) + 0x54) + *(short *)(iVar1 + 0x14) * 4);
        iVar3 = *(int *)(iVar2 + 0x44);
        if (iVar3 == *(int *)(*(int *)(this + 0x120) + 0x20)) {
LAB_0014ce9b:
          local_20 = param_2 + *(int *)(iVar2 + 0x4c);
        }
        else {
          puVar4 = *(undefined4 **)(*(int *)(this + 0x120) + 0x24);
          if ((puVar4 != (undefined4 *)0x0) && (piVar5 = (int *)*puVar4, piVar5 != (int *)0x0)) {
            do {
              if (iVar3 == *piVar5) goto LAB_0014ce9b;
              piVar5 = (int *)piVar5[1];
            } while (piVar5 != (int *)0x0);
            local_20 = (uchar *)0x0;
          }
        }
      }
      iVar6 = iVar6 + 1;
      (*(code *)**(undefined4 **)this)(this,iVar1,local_20);
    } while (iVar6 < *(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)