L L4D2node

SendPropExclude

0x005904a0 · 141 bytes · __cdecl

_Z15SendPropExcludePcS_

Decompiled

undefined (2 params)

/* SendPropExclude(char*, char*) */

void SendPropExclude(char *param_1,char *param_2)

{
  undefined4 in_stack_0000000c;
  
  *(undefined ***)param_1 = &PTR__SendProp_00c54c98;
  *(char **)(param_1 + 0x28) = param_2;
  param_1[0x4c] = '\0';
  param_1[0x4d] = '\0';
  param_1[0x4e] = '\0';
  param_1[0x4f] = '\0';
  param_1[0x48] = '\0';
  param_1[0x49] = '\0';
  param_1[0x4a] = '\0';
  param_1[0x4b] = '\0';
  param_1[0x40] = '\0';
  param_1[0x41] = '\0';
  param_1[0x42] = '\0';
  param_1[0x43] = '\0';
  param_1[0x2c] = '\0';
  param_1[0x2d] = '\0';
  param_1[0x2e] = '\0';
  param_1[0x2f] = '\0';
  param_1[8] = '\0';
  param_1[9] = '\0';
  param_1[10] = '\0';
  param_1[0xb] = '\0';
  param_1[0xc] = '\0';
  param_1[0xd] = '\0';
  param_1[0xe] = '\0';
  param_1[0xf] = '\0';
  param_1[0x10] = '\0';
  param_1[0x11] = '\0';
  param_1[0x12] = '\0';
  param_1[0x13] = '\0';
  param_1[0x14] = '\0';
  param_1[0x15] = '\0';
  param_1[0x16] = '\0';
  param_1[0x17] = '\0';
  param_1[0x34] = '\0';
  param_1[0x35] = '\0';
  param_1[0x36] = '\0';
  param_1[0x37] = '\0';
  param_1[0x18] = '\0';
  param_1[0x19] = '\0';
  param_1[0x1a] = '\0';
  param_1[0x1b] = '\0';
  param_1[0x1c] = '\0';
  param_1[0x1d] = '\0';
  param_1[0x1e] = '\0';
  param_1[0x1f] = '\0';
  param_1[0x20] = '\x01';
  param_1[0x21] = '\0';
  param_1[0x22] = '\0';
  param_1[0x23] = '\0';
  param_1[0x24] = -1;
  param_1[0x25] = -1;
  param_1[0x26] = -1;
  param_1[0x27] = -1;
  param_1[0x44] = '\0';
  param_1[0x45] = '\0';
  param_1[0x46] = '\0';
  param_1[0x47] = '\0';
  param_1[4] = '\0';
  param_1[5] = '\0';
  param_1[6] = '\0';
  param_1[7] = '\0';
  param_1[0x38] = -0x80;
  param_1[0x3c] = '@';
  param_1[0x3d] = '\0';
  param_1[0x3e] = '\0';
  param_1[0x3f] = '\0';
  *(undefined4 *)(param_1 + 0x30) = in_stack_0000000c;
  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)