L L4D2node

SendProxy_PlayerList

0x00838f60 · 53 bytes · __cdecl

_Z20SendProxy_PlayerListPK8SendPropPKvS3_P8DVariantii

Decompiled

undefined (6 params)

/* SendProxy_PlayerList(SendProp const*, void const*, void const*, DVariant*, int, int) */

void SendProxy_PlayerList
               (SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
               int param_6)

{
  int iVar1;
  
  iVar1 = *(int *)(*(int *)(*(int *)((int)param_3 + 0x454) + param_5 * 4) + 0x30);
  if (iVar1 != 0) {
    *(int *)param_4 = iVar1 - *(int *)(gpGlobals + 0x58) >> 4;
    return;
  }
  *(undefined4 *)param_4 = 0;
  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)