L L4D2node

CNetPropManager::GetPropType

0x0074a9d0 · 230 bytes · __cdecl

_ZN15CNetPropManager11GetPropTypeEP9HSCRIPT__PKc

Decompiled

undefined (2 params)

/* CNetPropManager::GetPropType(HSCRIPT__*, char const*) */

char * CNetPropManager::GetPropType(HSCRIPT__ *param_1,char *param_2)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  int iVar3;
  char *pcVar4;
  CBaseEntity local_2c [12];
  int local_20;
  char local_17;
  
  if (param_2 != (char *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    iVar3 = (*pcVar1)(g_pScriptVM,param_2,pSVar2);
    if (iVar3 != 0) {
      GetEntityPropInfo(local_2c,(char *)param_1,iVar3);
      if (local_17 != '\0') {
        pcVar4 = "integer";
        if (local_20 != 0) {
          if (local_20 == 1) {
            return "float";
          }
          if (local_20 == 2) {
            pcVar4 = "Vector";
          }
          else if (local_20 == 3) {
            pcVar4 = "VectorXY";
          }
          else {
            if ((local_20 == 7) || (local_20 == 4)) {
              return "string";
            }
            if (local_20 == 5) {
              pcVar4 = "array";
            }
            else {
              pcVar4 = (char *)0x0;
              if (local_20 == 6) {
                pcVar4 = "table";
              }
            }
          }
        }
        return pcVar4;
      }
    }
  }
  return (char *)0x0;
}

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)