L L4D2node

CNetPropManager::SetPropStringArray

0x0074a760 · 303 bytes · __thiscall

_ZN15CNetPropManager18SetPropStringArrayEP9HSCRIPT__PKcS3_i

Decompiled

undefined (5 params)

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

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

{
  code *pcVar1;
  CBaseEdict *this_00;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  undefined4 local_40;
  int local_3c [3];
  int local_30;
  char local_28;
  char local_27;
  int local_24;
  
  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 == 4)))) &&
       (((iVar4 = __dynamic_cast(iVar3,&CBaseEntity::typeinfo,&CGameRulesProxy::typeinfo,0,param_4),
         iVar5 = iVar3, iVar4 == 0 || (local_28 == '\0')) ||
        (iVar5 = g_pGameRules, g_pGameRules != 0)))) {
      if (local_30 == 7) {
        AllocPooledString((char *)&local_40);
        *(undefined4 *)(iVar5 + local_3c[0]) = local_40;
      }
      else {
        V_strncpy((char *)(local_3c[0] + iVar5),param_3,local_24);
      }
      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;
      }
    }
  }
  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)