L L4D2node

SendPropTime

0x00820340 · 99 bytes · __cdecl

_Z12SendPropTimePcii

Decompiled

undefined (3 params)

/* SendPropTime(char*, int, int) */

char * SendPropTime(char *param_1,int param_2,int param_3)

{
  int in_stack_00000010;
  
  SendPropFloat(param_1,param_2,param_3,in_stack_00000010,-1,5.60519e-45,0.0,
                (_func_void_SendProp_ptr_void_ptr_void_ptr_DVariant_ptr_int_int *)0xc7ec9090,0xa0);
  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)