L L4D2node

CNetPropManager::GetPropStringArray

0x0074a640 · 222 bytes · __thiscall

_ZN15CNetPropManager18GetPropStringArrayEP9HSCRIPT__PKci

Decompiled

undefined (4 params)

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

undefined1 * __thiscall
CNetPropManager::GetPropStringArray
          (CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,int param_3)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  int iVar4;
  undefined1 *puVar5;
  int local_3c [3];
  uint local_30;
  char local_28;
  char local_27;
  
  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_3c,(char *)this,iVar3), local_27 != '\0')) &&
        ((local_30 == 7 || ((local_30 & 0xfffffffb) == 0)))) &&
       (((iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_3),
         iVar4 == 0 || (local_28 == '\0')) || (iVar3 = g_pGameRules, g_pGameRules != 0)))) {
      if (local_30 != 7) {
        return (undefined1 *)(iVar3 + local_3c[0]);
      }
      puVar5 = &DAT_00d539c2;
      if (*(undefined1 **)(iVar3 + local_3c[0]) != (undefined1 *)0x0) {
        puVar5 = *(undefined1 **)(iVar3 + local_3c[0]);
      }
      return puVar5;
    }
  }
  return &DAT_00d539c2;
}

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)