L L4D2node

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 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)