L L4D2node

SendProxy_SendActiveLocalWeaponDataTable

0x00406d40 · 106 bytes · __cdecl

_Z40SendProxy_SendActiveLocalWeaponDataTablePK8SendPropPKvS3_P20CSendProxyRecipientsi

Decompiled

undefined (5 params)

/* SendProxy_SendActiveLocalWeaponDataTable(SendProp const*, void const*, void const*,
   CSendProxyRecipients*, int) */

void * SendProxy_SendActiveLocalWeaponDataTable
                 (SendProp *param_1,void *param_2,void *param_3,CSendProxyRecipients *param_4,
                 int param_5)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  if (param_3 != (void *)0x0) {
    piVar2 = (int *)CBaseCombatWeapon::GetOwner(param_3);
    if (piVar2 != (int *)0x0) {
      cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
      if (cVar1 != '\0') {
        if (piVar2[0xc] == 0) {
          iVar3 = -1;
        }
        else {
          iVar3 = (piVar2[0xc] - *(int *)(gpGlobals + 0x58) >> 4) + -1;
        }
        CSendProxyRecipients::SetOnly(param_4,iVar3);
        return param_3;
      }
    }
  }
  return (void *)0x0;
}

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)