L L4D2node

SV_BuildSendTablesArray

0x001fc090 · 90 bytes · __cdecl

_Z23SV_BuildSendTablesArrayP11ServerClassPP9SendTablei

Decompiled

undefined (3 params)

/* SV_BuildSendTablesArray(ServerClass*, SendTable**, int) */

int SV_BuildSendTablesArray(ServerClass *param_1,SendTable **param_2,int param_3)

{
  int iVar1;
  
  iVar1 = 0;
  do {
    if (param_1 == (ServerClass *)0x0) {
      return iVar1;
    }
    while (iVar1 < param_3) {
      param_2[iVar1] = *(SendTable **)(param_1 + 4);
      iVar1 = iVar1 + 1;
      param_1 = *(ServerClass **)(param_1 + 8);
      if (param_1 == (ServerClass *)0x0) {
        return iVar1;
      }
    }
    Error("SV_BuildSendTablesArray: too many SendTables!");
    param_2[iVar1] = *(SendTable **)(param_1 + 4);
    iVar1 = iVar1 + 1;
    param_1 = *(ServerClass **)(param_1 + 8);
  } 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)