L L4D2node

CClientDatatableStack::RecurseAndCallProxies

0x00151ce0 · 153 bytes · __thiscall

_ZN21CClientDatatableStack21RecurseAndCallProxiesEP9CSendNodePh

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  int iVar2;
  undefined4 uVar3;
  int iVar4;
  undefined4 local_20 [4];
  
  *(uchar **)(this + (uint)*(ushort *)(param_1 + 0x22) * 4 + 8) = param_2;
  iVar4 = 0;
  if (0 < *(int *)(param_1 + 0xc)) {
    do {
      iVar1 = *(int *)(*(int *)param_1 + iVar4 * 4);
      uVar3 = 0;
      if (param_2 != (uchar *)0x0) {
        iVar2 = *(int *)(*(int *)(*(int *)(this + 0x11c) + 0x134) + *(short *)(iVar1 + 0x14) * 4);
        local_20[0] = 0;
        (**(code **)(iVar2 + 0x24))
                  (iVar2,local_20,param_2 + *(int *)(iVar2 + 0x2c),*(undefined4 *)(this + 0x114));
        uVar3 = local_20[0];
      }
      iVar4 = iVar4 + 1;
      (*(code *)**(undefined4 **)this)(this,iVar1,uVar3);
    } while (iVar4 < *(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)