L L4D2node

CNetPropManager::SetPropEntityArray

0x0074a1c0 · 310 bytes · __thiscall

_ZN15CNetPropManager18SetPropEntityArrayEP9HSCRIPT__PKcS1_i

Decompiled

undefined (5 params)

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

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

{
  code *pcVar1;
  CBaseEdict *this_00;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  undefined4 *puVar6;
  int iVar7;
  int local_3c [3];
  int local_30;
  char local_28;
  char local_27;
  
  if (param_1 == (HSCRIPT__ *)0x0) {
    return;
  }
  pcVar1 = *(code **)(*g_pScriptVM + 0x68);
  pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
  iVar3 = (*pcVar1)(g_pScriptVM,param_1,pSVar2);
  if (iVar3 == 0) {
    return;
  }
  GetEntityPropInfo((CBaseEntity *)local_3c,(char *)this,iVar3);
  if (local_27 == '\0') {
    return;
  }
  if (local_30 != 0) {
    return;
  }
  iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_4);
  iVar7 = iVar3;
  if (((iVar4 != 0) && (local_28 != '\0')) && (iVar7 = g_pGameRules, g_pGameRules == 0)) {
    return;
  }
  if (param_3 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    piVar5 = (int *)(*pcVar1)(g_pScriptVM,param_3,pSVar2);
    if (piVar5 != (int *)0x0) {
      puVar6 = (undefined4 *)(**(code **)(*piVar5 + 0xc))(piVar5);
      *(undefined4 *)(iVar7 + local_3c[0]) = *puVar6;
      goto LAB_0074a2ca;
    }
  }
  *(undefined4 *)(iVar7 + local_3c[0]) = 0xffffffff;
LAB_0074a2ca:
  if (local_28 != '\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)