CSprite::ShouldTransmit
0x004c1b60 · 129 bytes · __cdecl
_ZN7CSprite14ShouldTransmitEPK18CCheckTransmitInfo
Decompiled
undefined (1 param)
/* CSprite::ShouldTransmit(CCheckTransmitInfo const*) */
undefined4 CSprite::ShouldTransmit(CCheckTransmitInfo *param_1)
{
uint uVar1;
char cVar2;
int *piVar3;
undefined4 uVar4;
undefined *puVar5;
uVar1 = *(uint *)(param_1 + 0x188);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
(piVar3 = *(int **)(puVar5 + 4), piVar3 != (int *)0x0)) {
piVar3 = (int *)(**(code **)(*piVar3 + 0xf0))(piVar3);
if (piVar3 != (int *)0x0) {
cVar2 = (**(code **)(*piVar3 + 0x37c))(piVar3);
if (cVar2 != '\0') {
/* WARNING: Could not recover jumptable at 0x004c1be8. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar4 = (**(code **)(*piVar3 + 0x54))();
return uVar4;
}
}
}
return 8;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.