L L4D2node

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 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)