L L4D2node

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 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)