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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.