L L4D2node

SendPropEHandle

0x00820270 · 100 bytes · __cdecl

_Z15SendPropEHandlePciiiPFvPK8SendPropPKvS4_P8DVariantiiE

Decompiled

undefined (5 params)

/* SendPropEHandle(char*, int, int, int, void (*)(SendProp const*, void const*, void const*,
   DVariant*, int, int)) */

char * SendPropEHandle(char *param_1,int param_2,int param_3,int param_4,
                      _func_void_SendProp_ptr_void_ptr_void_ptr_DVariant_ptr_int_int *param_5)

{
  code *in_stack_00000018;
  
  if (in_stack_00000018 == SendProxy_EHandleToInt) {
    param_4 = param_4 | 0x100000;
  }
  SendPropInt(param_1,param_2,param_3,(int)param_5,0x15,
              (_func_void_SendProp_ptr_void_ptr_void_ptr_DVariant_ptr_int_int *)(param_4 | 1),
              (uchar)in_stack_00000018);
  return param_1;
}

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)