L L4D2node

SendTable_CalcNextVectorElems

0x00154540 · 93 bytes · __regparm3

_ZL29SendTable_CalcNextVectorElemsP9SendTable

Decompiled

undefined (1 param)

/* SendTable_CalcNextVectorElems(SendTable*) */

void __regparm3 SendTable_CalcNextVectorElems(SendTable *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar2 = 0;
  if (*(int *)(param_1 + 4) < 1) {
    return;
  }
  do {
    while (iVar1 = *(int *)param_1 + iVar3, *(int *)(iVar1 + 8) != 6) {
      if (-1 < *(int *)(iVar1 + 0x4c)) goto LAB_00154560;
      *(uint *)(iVar1 + 0x3c) = *(uint *)(iVar1 + 0x3c) | 0x400;
      iVar2 = iVar2 + 1;
      *(int *)(iVar1 + 0x4c) = -*(int *)(iVar1 + 0x4c);
      iVar3 = iVar3 + 0x54;
      if (*(int *)(param_1 + 4) <= iVar2) {
        return;
      }
    }
    SendTable_CalcNextVectorElems(*(SendTable **)(iVar1 + 0x48));
LAB_00154560:
    iVar2 = iVar2 + 1;
    iVar3 = iVar3 + 0x54;
    if (*(int *)(param_1 + 4) <= iVar2) {
      return;
    }
  } while( true );
}

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)