L L4D2node

SV_WriteSendTables

0x00205bc0 · 101 bytes · __cdecl

_Z18SV_WriteSendTablesP11ServerClassR8bf_write

Decompiled

undefined (2 params)

/* SV_WriteSendTables(ServerClass*, bf_write&) */

void SV_WriteSendTables(ServerClass *param_1,bf_write *param_2)

{
  ServerClass *pSVar1;
  
  DataTable_ClearWriteFlags(param_1);
  pSVar1 = param_1;
  if (param_1 != (ServerClass *)0x0) {
    do {
      while (((byte)(*(SendTable **)(pSVar1 + 4))[0x10] & 2) != 0) {
        pSVar1 = *(ServerClass **)(pSVar1 + 8);
        if (pSVar1 == (ServerClass *)0x0) goto LAB_00205c08;
      }
      SV_MaybeWriteSendTable(*(SendTable **)(pSVar1 + 4),param_2,true);
      pSVar1 = *(ServerClass **)(pSVar1 + 8);
    } while (pSVar1 != (ServerClass *)0x0);
LAB_00205c08:
    do {
      SV_MaybeWriteSendTable_R(*(SendTable **)(param_1 + 4),param_2);
      param_1 = *(ServerClass **)(param_1 + 8);
    } while (param_1 != (ServerClass *)0x0);
  }
  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)