L L4D2node

SetupClientSendTableHierarchy

0x0014f210 · 315 bytes · unknown

_Z29SetupClientSendTableHierarchyv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* SetupClientSendTableHierarchy() */

undefined4 SetupClientSendTableHierarchy(void)

{
  int *piVar1;
  char *pcVar2;
  int iVar3;
  uint uVar4;
  ushort uVar5;
  uint uVar6;
  int *piVar7;
  int iVar8;
  int iVar9;
  int local_28;
  int local_20;
  
  uVar6 = (uint)DAT_0039f664;
  iVar9 = g_ClientSendTables;
  if (uVar6 == 0xffff) {
    return 1;
  }
  do {
    piVar7 = (int *)(uVar6 * 8 + iVar9);
    piVar1 = (int *)*piVar7;
    if (0 < piVar1[1]) {
      local_28 = 0;
      local_20 = 0;
      do {
        iVar9 = local_28 + *piVar1;
        if (*(int *)(iVar9 + 8) == 6) {
          pcVar2 = *(char **)(piVar1[5] + local_20 * 4);
          uVar5 = DAT_0039f664;
          if (pcVar2 == (char *)0x0) {
            Error("SetupClientSendTableHierarchy: missing table name for prop \'%s\'.",
                  *(undefined4 *)(iVar9 + 0x30));
            uVar5 = DAT_0039f664;
          }
          while( true ) {
            uVar4 = (uint)uVar5;
            if (uVar4 == 0xffff) {
              DataTable_Warning("SetupClientSendTableHierarchy: missing SendTable \'%s\' (referenced by \'%s\').\n"
                                ,pcVar2,piVar1[2]);
              return 0;
            }
            iVar3 = *(int *)(g_ClientSendTables + uVar4 * 8);
            iVar8 = _V_stricmp(*(char **)(iVar3 + 8),pcVar2);
            if (iVar8 == 0) break;
            uVar5 = *(ushort *)(g_ClientSendTables + 6 + uVar4 * 8);
          }
          *(int *)(iVar9 + 0x48) = iVar3;
        }
        local_20 = local_20 + 1;
        local_28 = local_28 + 0x54;
      } while (local_20 < piVar1[1]);
      piVar7 = (int *)(uVar6 * 8 + g_ClientSendTables);
      iVar9 = g_ClientSendTables;
    }
    uVar6 = (uint)*(ushort *)((int)piVar7 + 6);
  } while (uVar6 != 0xffff);
  return 1;
}

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)