L L4D2node

RecvTable_CopyEncoding

0x001504c0 · 64 bytes · __cdecl

_Z22RecvTable_CopyEncodingP9RecvTableP7bf_readP8bf_writei

Decompiled

undefined (4 params)

/* RecvTable_CopyEncoding(RecvTable*, bf_read*, bf_write*, int) */

void RecvTable_CopyEncoding(RecvTable *param_1,bf_read *param_2,bf_write *param_3,int param_4)

{
  RecvTable_MergeDeltas(param_1,(bf_read *)0x0,param_2,param_3,param_4,(int *)0x0,false);
  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)