L L4D2node

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 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)