L L4D2node

CBaseEntity::GetTransmitState

0x006076b0 · 21 bytes · __thiscall

_ZN11CBaseEntity16GetTransmitStateEv

Decompiled

undefined (1 param)

/* CBaseEntity::GetTransmitState() */

undefined4 __thiscall CBaseEntity::GetTransmitState(CBaseEntity *this)

{
  if (*(undefined4 **)(this + 0x30) != (undefined4 *)0x0) {
    return **(undefined4 **)(this + 0x30);
  }
  return 0;
}

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)