CNetPropManager::SetPropVectorArray
0x0074a4b0 · 316 bytes · __cdecl
_ZN15CNetPropManager18SetPropVectorArrayEP9HSCRIPT__PKc6Vectori
Decompiled
undefined (4 params)
/* CNetPropManager::SetPropVectorArray(HSCRIPT__*, char const*, Vector, int) */
void CNetPropManager::SetPropVectorArray
(char *param_1,int param_2,undefined4 param_3,undefined4 param_4,undefined4 param_5,
undefined4 param_6,undefined4 param_7)
{
code *pcVar1;
CBaseEdict *this;
ScriptClassDesc_t *pSVar2;
int iVar3;
int iVar4;
undefined4 *puVar5;
int local_2c [3];
int local_20;
char local_18;
char local_17;
if (param_2 != 0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
iVar3 = (*pcVar1)(g_pScriptVM,param_2,pSVar2);
if (((iVar3 != 0) &&
(GetEntityPropInfo((CBaseEntity *)local_2c,param_1,iVar3), local_17 != '\0')) &&
(local_20 == 2)) {
iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_7);
if (iVar4 == 0) {
puVar5 = (undefined4 *)(local_2c[0] + iVar3);
*puVar5 = param_4;
puVar5[1] = param_5;
puVar5[2] = param_6;
if (local_18 == '\0') {
return;
}
}
else {
if (local_18 == '\0') {
puVar5 = (undefined4 *)(iVar3 + local_2c[0]);
*puVar5 = param_4;
puVar5[1] = param_5;
puVar5[2] = param_6;
return;
}
if (g_pGameRules == 0) {
return;
}
puVar5 = (undefined4 *)(g_pGameRules + local_2c[0]);
*puVar5 = param_4;
puVar5[1] = param_5;
puVar5[2] = param_6;
}
this = *(CBaseEdict **)(iVar3 + 0x30);
*(uint *)this = *(uint *)this | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.