L L4D2node

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 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)