L L4D2node

CBaseAbility::ShouldTransmit

0x004d1ca0 · 253 bytes · __thiscall

_ZN12CBaseAbility14ShouldTransmitEPK18CCheckTransmitInfo

Decompiled

undefined (2 params)

/* CBaseAbility::ShouldTransmit(CCheckTransmitInfo const*) */

undefined4 __thiscall CBaseAbility::ShouldTransmit(CBaseAbility *this,CCheckTransmitInfo *param_1)

{
  uint uVar1;
  CBasePlayer *this_00;
  int *piVar2;
  char cVar3;
  byte *pbVar4;
  CBaseEntity *pCVar5;
  int iVar6;
  int iVar7;
  undefined *puVar8;
  
  uVar1 = *(uint *)(this + 0x44c);
  if ((((uVar1 == 0xffffffff) ||
       (puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar8 + 8) != uVar1 >> 0xc)) ||
     (this_00 = *(CBasePlayer **)(puVar8 + 4), this_00 == (CBasePlayer *)0x0)) {
    return 0x10;
  }
  if ((*(edict_t **)param_1 == *(edict_t **)(this_00 + 0x30)) ||
     (cVar3 = CBasePlayer::IsSplitScreenUserOnEdict(this_00,*(edict_t **)param_1), cVar3 != '\0')) {
    return 8;
  }
  pbVar4 = *(byte **)param_1;
  if (((pbVar4 != (byte *)0x0) ||
      ((pbVar4 = *(byte **)(gpGlobals + 0x58), pbVar4 != (byte *)0x0 && ((*pbVar4 & 2) == 0)))) &&
     ((piVar2 = *(int **)(pbVar4 + 0xc), piVar2 != (int *)0x0 &&
      (pCVar5 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2), pCVar5 != (CBaseEntity *)0x0))
     )) {
    iVar6 = CBaseEntity::GetTeamNumber(pCVar5);
    uVar1 = *(uint *)(this + 0x44c);
    pCVar5 = (CBaseEntity *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) {
      pCVar5 = *(CBaseEntity **)(puVar8 + 4);
    }
    iVar7 = CBaseEntity::GetTeamNumber(pCVar5);
    if (iVar6 == iVar7) {
      return 8;
    }
  }
  return 0x10;
}

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)