L L4D2node

CNetPropManager::SetPropIntArray

0x00749ce0 · 267 bytes · __thiscall

_ZN15CNetPropManager15SetPropIntArrayEP9HSCRIPT__PKcii

Decompiled

undefined (5 params)

/* CNetPropManager::SetPropIntArray(HSCRIPT__*, char const*, int, int) */

void __thiscall
CNetPropManager::SetPropIntArray
          (CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,int param_3,int param_4)

{
  code *pcVar1;
  CBaseEdict *this_00;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  int local_2c;
  int local_28;
  int local_20;
  char local_18;
  char local_17;
  int iVar6;
  
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
    if ((((iVar3 != 0) &&
         (GetEntityPropInfo((CBaseEntity *)&local_2c,(char *)this,iVar3), local_17 != '\0')) &&
        (local_20 == 0)) &&
       (((iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_4),
         iVar6 = iVar3, iVar4 == 0 || (local_18 == '\0')) ||
        (iVar6 = g_pGameRules, g_pGameRules != 0)))) {
      piVar5 = (int *)(iVar6 + local_2c);
      if (local_28 < 0x11) {
        if (local_28 < 9) {
          if (local_28 < 2) {
            *(bool *)piVar5 = param_3 != 0;
          }
          else {
            *(undefined1 *)piVar5 = (undefined1)param_3;
          }
        }
        else {
          *(undefined2 *)piVar5 = (undefined2)param_3;
        }
      }
      else {
        *piVar5 = param_3;
      }
      if (local_18 != '\0') {
        this_00 = *(CBaseEdict **)(iVar3 + 0x30);
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
  }
  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)