L L4D2node

CVEngineServer::GetEntityTransmitBitsForClient

0x0022c800 · 74 bytes · __thiscall

_ZN14CVEngineServer30GetEntityTransmitBitsForClientEi

Decompiled

undefined (2 params)

/* CVEngineServer::GetEntityTransmitBitsForClient(int) */

int __thiscall CVEngineServer::GetEntityTransmitBitsForClient(CVEngineServer *this,int param_1)

{
  int iVar1;
  
  if ((-1 < param_1) && (param_1 < DAT_003b8080)) {
    iVar1 = *(int *)(DAT_003b8074 + param_1 * 4);
    iVar1 = CClientFrameManager::GetClientFrame
                      ((CClientFrameManager *)((int)&__DT_REL[0x14bb].r_info + iVar1),
                       *(int *)(iVar1 + 0xf0),true);
    if (iVar1 != 0) {
      return iVar1 + 0xc;
    }
  }
  return 0;
}

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)