SendProxy_SendBaseCombatCharacterLocalDataTable
0x005efa90 · 135 bytes · __cdecl
_Z47SendProxy_SendBaseCombatCharacterLocalDataTablePK8SendPropPKvS3_P20CSendProxyRecipientsi
Decompiled
undefined (5 params)
/* SendProxy_SendBaseCombatCharacterLocalDataTable(SendProp const*, void const*, void const*,
CSendProxyRecipients*, int) */
void * SendProxy_SendBaseCombatCharacterLocalDataTable
(SendProp *param_1,void *param_2,void *param_3,CSendProxyRecipients *param_4,
int param_5)
{
char cVar1;
int iVar2;
undefined4 *puVar3;
if (param_4 != (CSendProxyRecipients *)0x0) {
*(undefined4 *)param_4 = 0;
}
if (param_2 == (void *)0x0) {
return param_3;
}
cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if (cVar1 == '\0') {
puVar3 = (undefined4 *)(**(code **)(*(int *)param_2 + 0x18c))(param_2);
if (puVar3 == (undefined4 *)0x0) {
return param_3;
}
iVar2 = (**(code **)*puVar3)(puVar3,0);
if (iVar2 == 0) {
return param_3;
}
iVar2 = *(int *)(iVar2 + 0x30);
}
else {
iVar2 = *(int *)((int)param_2 + 0x30);
}
if (iVar2 == 0) {
iVar2 = -1;
}
else {
iVar2 = (iVar2 - *(int *)(gpGlobals + 0x58) >> 4) + -1;
}
CSendProxyRecipients::SetOnly(param_4,iVar2);
return param_3;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.