L L4D2node

PackWork_t::Process

0x002076b0 · 36 bytes · __cdecl

_ZN10PackWork_t7ProcessERS_

Decompiled

undefined (1 param)

/* PackWork_t::Process(PackWork_t&) */

void PackWork_t::Process(PackWork_t *param_1)

{
  SV_PackEntity(*(int *)param_1,*(edict_t **)(param_1 + 4),
                *(ServerClass **)
                 (*(int *)param_1 * 0xc + *(int *)(*(CFrameSnapshot **)(param_1 + 8) + 8)),
                *(CFrameSnapshot **)(param_1 + 8));
  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)