L L4D2node

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 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)