L L4D2node

SendProxy_DataTablePtrToDataTable

0x0058f360 · 10 bytes · __cdecl

_Z33SendProxy_DataTablePtrToDataTablePK8SendPropPKvS3_P20CSendProxyRecipientsi

Decompiled

undefined (5 params)

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

undefined4
SendProxy_DataTablePtrToDataTable
          (SendProp *param_1,void *param_2,void *param_3,CSendProxyRecipients *param_4,int param_5)

{
  return *(undefined4 *)param_3;
}

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)