L L4D2node

SendProxy_CropFlagsToConveyorFlagBitsLength

0x006c17f0 · 20 bytes · __cdecl

_Z43SendProxy_CropFlagsToConveyorFlagBitsLengthPK8SendPropPKvS3_P8DVariantii

Decompiled

undefined (6 params)

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

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

{
  *(uint *)param_4 = *(uint *)param_3 & 0x1fff;
  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)