CBaseEntity::SetTransmitState
0x006076d0 · 96 bytes · __thiscall
_ZN11CBaseEntity16SetTransmitStateEi
Decompiled
undefined (2 params)
/* CBaseEntity::SetTransmitState(int) */
uint __thiscall CBaseEntity::SetTransmitState(CBaseEntity *this,int param_1)
{
uint *puVar1;
uint uVar2;
int iVar3;
puVar1 = *(uint **)(this + 0x30);
if (puVar1 != (uint *)0x0) {
uVar2 = *puVar1 & 0xffffffc7 | param_1;
*puVar1 = uVar2;
if ((param_1 & 0x10U) != 0) {
if (*(int *)(this + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*engine + 0x170))(engine,iVar3);
uVar2 = *puVar1;
}
return uVar2;
}
return 0;
}
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.