L L4D2node

CPropCullStack::RecurseAndCallProxies

0x001568b0 · 294 bytes · __thiscall

_ZN14CPropCullStack21RecurseAndCallProxiesEP9CSendNodePh

Decompiled

undefined (3 params)

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

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

{
  ushort uVar1;
  int iVar2;
  uint uVar3;
  int iVar4;
  bool bVar5;
  bool bVar6;
  int local_20;
  
  local_20 = 0;
  *(uchar **)(this + (uint)*(ushort *)(param_1 + 0x22) * 4 + 8) = param_2;
  if (0 < *(int *)(param_1 + 0xc)) {
    do {
      bVar5 = false;
      iVar2 = *(int *)(*(int *)param_1 + local_20 * 4);
      if (param_2 != (uchar *)0x0) {
        uVar1 = *(ushort *)(iVar2 + 0x20);
        if (uVar1 == 0xff) {
          bVar5 = true;
        }
        else {
          uVar3 = 1 << ((byte)*(undefined4 *)(this + 0x120) & 0x1f);
          bVar5 = (*(uint *)(*(int *)(this + 300) + (uint)uVar1 * 4) & uVar3) != 0;
          if ((*(int *)(this + 0x124) != 0) &&
             (bVar6 = (*(uint *)(*(int *)(this + 0x124) + (uint)uVar1 * 4) & uVar3) != 0,
             bVar5 != bVar6)) {
            if ((!bVar6) && (*(short *)(iVar2 + 0x1e) != 0)) {
              uVar3 = *(uint *)(this + 0x4144);
              iVar4 = 0;
              do {
                if (uVar3 < 0x1001) {
                  *(uint *)(this + uVar3 * 4 + 0x140) = (uint)*(ushort *)(iVar2 + 0x1c) + iVar4;
                }
                else {
                  Error("CPropCullStack::CallPropProxy - overflowed m_nNewProxyProps");
                  uVar3 = *(uint *)(this + 0x4144);
                }
                uVar3 = uVar3 + 1;
                iVar4 = iVar4 + 1;
                *(uint *)(this + 0x4144) = uVar3;
              } while (iVar4 < (int)(uint)*(ushort *)(iVar2 + 0x1e));
            }
            bVar5 = false;
          }
        }
      }
      (*(code *)**(undefined4 **)this)(this,iVar2,bVar5);
      local_20 = local_20 + 1;
    } while (local_20 < *(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)