L L4D2node

SendProxy_ClientSideAnimation

0x005ff240 · 41 bytes · __cdecl

_Z29SendProxy_ClientSideAnimationPK8SendPropPKvS3_P20CSendProxyRecipientsi

Decompiled

undefined (5 params)

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

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

{
  int iVar1;
  void *pvVar2;
  
  iVar1 = (**(code **)(*(int *)param_2 + 0xf0))(param_2);
  pvVar2 = (void *)0x0;
  if ((iVar1 != 0) && (*(char *)(iVar1 + 0x508) == '\0')) {
    pvVar2 = param_3;
  }
  return pvVar2;
}

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)