L L4D2node

SendProxy_OriginXY

0x0060d8c0 · 72 bytes · __cdecl

_Z18SendProxy_OriginXYPK8SendPropPKvS3_P8DVariantii

Decompiled

undefined (6 params)

/* SendProxy_OriginXY(SendProp const*, void const*, void const*, DVariant*, int, int) */

void SendProxy_OriginXY(SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
                       int param_6)

{
  char cVar1;
  Vector *local_10;
  
  cVar1 = CBaseEntity::UseStepSimulationNetworkOrigin(param_2,&local_10);
  if (cVar1 == '\0') {
    local_10 = (Vector *)((int)param_2 + 0x39c);
  }
  *(undefined4 *)param_4 = *(undefined4 *)local_10;
  *(undefined4 *)(param_4 + 4) = *(undefined4 *)(local_10 + 4);
  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)