L L4D2node

CPropMountedGun::ShouldTransmit

0x0054d8c0 · 88 bytes · __cdecl

_ZN15CPropMountedGun14ShouldTransmitEPK18CCheckTransmitInfo

Decompiled

undefined (1 param)

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

int CPropMountedGun::ShouldTransmit(CCheckTransmitInfo *param_1)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(param_1 + 0x15cc);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
    return 8;
  }
  return (-(uint)(0.0 < *(float *)(param_1 + 0x1604)) & 0xffffffe8) + 0x20;
}

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)