L L4D2node

SV_MaybeWriteSendTable

0x00205b20 · 29 bytes · __cdecl

_Z22SV_MaybeWriteSendTableP9SendTableR8bf_writeb

Decompiled

undefined (3 params)

/* SV_MaybeWriteSendTable(SendTable*, bf_write&, bool) */

void SV_MaybeWriteSendTable(SendTable *param_1,bf_write *param_2,bool param_3)

{
  if (((byte)param_1[0x10] & 2) != 0) {
    return;
  }
  SV_MaybeWriteSendTable(param_1,param_2,param_3);
  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)