SendProxy_TeamplayRoundBasedRules
0x004c8bb0 · 71 bytes · __cdecl
_Z33SendProxy_TeamplayRoundBasedRulesPK8SendPropPKvS3_P20CSendProxyRecipientsi
Decompiled
undefined (5 params)
/* SendProxy_TeamplayRoundBasedRules(SendProp const*, void const*, void const*,
CSendProxyRecipients*, int) */
undefined4
SendProxy_TeamplayRoundBasedRules
(SendProp *param_1,void *param_2,void *param_3,CSendProxyRecipients *param_4,int param_5)
{
undefined4 uVar1;
if (g_pGameRules == 0) {
uVar1 = 0;
}
else {
uVar1 = __dynamic_cast(g_pGameRules,&CGameRules::typeinfo,&CTeamplayRoundBasedRules::typeinfo,0)
;
}
if (param_4 != (CSendProxyRecipients *)0x0) {
*(undefined4 *)param_4 = 0xffffffff;
}
return uVar1;
}
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.