RecvTable_Decode
0x00150500 · 57 bytes · __cdecl
_Z16RecvTable_DecodeP9RecvTablePvP7bf_readib
Decompiled
undefined (5 params)
/* RecvTable_Decode(RecvTable*, void*, bf_read*, int, bool) */
void RecvTable_Decode(RecvTable *param_1,void *param_2,bf_read *param_3,int param_4,bool param_5)
{
if ((param_5) && (g_bDTIEnabled != '\0')) {
RecvTable_Decode_Guts<true>(param_1,param_2,param_3,param_4);
return;
}
RecvTable_Decode_Guts<false>(param_1,param_2,param_3,param_4);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.