L L4D2node

CNetPropManager::SetPropVector

0x0074a600 · 62 bytes · __cdecl

_ZN15CNetPropManager13SetPropVectorEP9HSCRIPT__PKc6Vector

Decompiled

undefined (3 params)

/* CNetPropManager::SetPropVector(HSCRIPT__*, char const*, Vector) */

void CNetPropManager::SetPropVector
               (undefined4 param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4,
               undefined4 param_5,undefined4 param_6)

{
  SetPropVectorArray(param_1,param_2,param_3,param_4,param_5,param_6,0);
  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)