L L4D2node

SV_FillHLTVData

0x00205790 · 108 bytes · __cdecl

_Z15SV_FillHLTVDataP14CFrameSnapshotP7edict_ti

Decompiled

undefined (3 params)

/* SV_FillHLTVData(CFrameSnapshot*, edict_t*, int) */

void SV_FillHLTVData(CFrameSnapshot *param_1,edict_t *param_2,int param_3)

{
  short *psVar1;
  undefined4 *puVar2;
  
  if ((*(int *)(param_1 + 0x18) != 0) && (param_2 != (edict_t *)0x0)) {
    puVar2 = (undefined4 *)(param_3 * 0x10 + *(int *)(param_1 + 0x18));
    psVar1 = (short *)(**(code **)(**(int **)(param_2 + 8) + 0x20))(*(int **)(param_2 + 8));
    if (psVar1[1] == 1) {
      puVar2[3] = (uint)**(ushort **)(psVar1 + 2);
    }
    else {
      puVar2[3] = (int)*psVar1 | 0x80000000;
    }
    *puVar2 = *(undefined4 *)(psVar1 + 6);
    puVar2[1] = *(undefined4 *)(psVar1 + 8);
    puVar2[2] = *(undefined4 *)(psVar1 + 10);
  }
  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)