SendProxy_OriginZ
0x0060d910 · 55 bytes · __cdecl
_Z17SendProxy_OriginZPK8SendPropPKvS3_P8DVariantii
Decompiled
undefined (6 params)
/* SendProxy_OriginZ(SendProp const*, void const*, void const*, DVariant*, int, int) */
void SendProxy_OriginZ(SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
int param_6)
{
char cVar1;
Vector *pVVar2;
Vector *local_10 [2];
cVar1 = CBaseEntity::UseStepSimulationNetworkOrigin(param_2,local_10);
pVVar2 = (Vector *)((int)param_2 + 0x39c);
if (cVar1 != '\0') {
pVVar2 = local_10[0];
}
*(undefined4 *)param_4 = *(undefined4 *)(pVVar2 + 8);
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.