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 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.