L L4D2node

CNetPropManager::SetPropFloatArray

0x00749f50 · 257 bytes · __thiscall

_ZN15CNetPropManager17SetPropFloatArrayEP9HSCRIPT__PKcfi

Decompiled

undefined (5 params)

/* CNetPropManager::SetPropFloatArray(HSCRIPT__*, char const*, float, int) */

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

{
  code *pcVar1;
  CBaseEdict *this_00;
  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), local_17 != '\0')) &&
       (local_20 == 1)) {
      iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_4);
      if (iVar4 == 0) {
        *(float *)(iVar3 + local_2c[0]) = param_3;
        if (local_18 == '\0') {
          return;
        }
      }
      else {
        if (local_18 == '\0') {
          *(float *)(iVar3 + local_2c[0]) = param_3;
          return;
        }
        if (g_pGameRules == 0) {
          return;
        }
        *(float *)(g_pGameRules + local_2c[0]) = param_3;
      }
      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)