L L4D2node

SendProxy_SendLocalDataTable

0x007a82b0 · 32 bytes · __cdecl

_Z28SendProxy_SendLocalDataTablePK8SendPropPKvS3_P20CSendProxyRecipientsi

Decompiled

undefined (5 params)

/* SendProxy_SendLocalDataTable(SendProp const*, void const*, void const*, CSendProxyRecipients*,
   int) */

void * SendProxy_SendLocalDataTable
                 (SendProp *param_1,void *param_2,void *param_3,CSendProxyRecipients *param_4,
                 int param_5)

{
  CSendProxyRecipients::SetOnly(param_4,param_5 + -1);
  return param_3;
}

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)