L L4D2node

CNetPropManager::GetPropFloatArray

0x00749e40 · 210 bytes · __thiscall

_ZN15CNetPropManager17GetPropFloatArrayEP9HSCRIPT__PKci

Decompiled

undefined (4 params)

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

longdouble __thiscall
CNetPropManager::GetPropFloatArray
          (CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,int param_3)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  int iVar4;
  int local_2c [3];
  int local_20;
  char local_18;
  char local_17;
  
  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);
      if ((local_17 != '\0') && (local_20 == 1)) {
        iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_3);
        if ((iVar4 == 0) || ((local_18 == '\0' || (iVar3 = g_pGameRules, g_pGameRules != 0)))) {
          return (longdouble)*(float *)(iVar3 + local_2c[0]);
        }
      }
    }
  }
  return (longdouble)-1.0;
}

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)