L L4D2node

CNonModifiedPointerProxy::CNonModifiedPointerProxy

0x0058f410 · 27 bytes · __thiscall

_ZN24CNonModifiedPointerProxyC2EPFPvPK8SendPropPKvS5_P20CSendProxyRecipientsiE

Decompiled

undefined (2 params)

/* CNonModifiedPointerProxy::CNonModifiedPointerProxy(void* (*)(SendProp const*, void const*, void
   const*, CSendProxyRecipients*, int)) */

void __thiscall
CNonModifiedPointerProxy::CNonModifiedPointerProxy
          (CNonModifiedPointerProxy *this,
          _func_void_ptr_SendProp_ptr_void_ptr_void_ptr_CSendProxyRecipients_ptr_int *param_1)

{
  *(CNonModifiedPointerProxy **)(this + 4) = s_pNonModifiedPointerProxyHead;
  s_pNonModifiedPointerProxyHead = this;
  *(_func_void_ptr_SendProp_ptr_void_ptr_void_ptr_CSendProxyRecipients_ptr_int **)this = param_1;
  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)