SendProxy_EHandleToInt
0x00820080 · 94 bytes · __cdecl
_Z22SendProxy_EHandleToIntPK8SendPropPKvS3_P8DVariantii
Decompiled
undefined (6 params)
/* SendProxy_EHandleToInt(SendProp const*, void const*, void const*, DVariant*, int, int) */
void SendProxy_EHandleToInt
(SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
int param_6)
{
uint uVar1;
undefined *puVar2;
if (param_3 != (void *)0x0) {
uVar1 = *(uint *)param_3;
if (uVar1 != 0xffffffff) {
puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (((puVar2 != (undefined *)0xfffffffc) && (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
(*(int *)(puVar2 + 4) != 0)) {
*(uint *)param_4 = (*(uint *)(puVar2 + 8) & 0x3ff) << 0xb | uVar1 & 0xfff;
return;
}
}
}
*(undefined4 *)param_4 = 0x1fffff;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.