L L4D2node

CBaseParticleEntity::UpdateTransmitState

0x00415a50 · 81 bytes · __thiscall

_ZN19CBaseParticleEntity19UpdateTransmitStateEv

Decompiled

undefined (1 param)

/* CBaseParticleEntity::UpdateTransmitState() */

void __thiscall CBaseParticleEntity::UpdateTransmitState(CBaseParticleEntity *this)

{
  if (((byte)this[0xd4] & 0x20) != 0) {
    CBaseEntity::SetTransmitState((CBaseEntity *)this,0x10);
    return;
  }
  if (((byte)this[0x14e] & 2) == 0) {
    CBaseEntity::SetTransmitState((CBaseEntity *)this,0x20);
    return;
  }
  CBaseEntity::SetTransmitState((CBaseEntity *)this,8);
  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)