CBaseEntity::UpdateTransmitState
0x00607740 · 205 bytes · __thiscall
_ZN11CBaseEntity19UpdateTransmitStateEv
Decompiled
undefined (1 param)
/* CBaseEntity::UpdateTransmitState() */
void __thiscall CBaseEntity::UpdateTransmitState(CBaseEntity *this)
{
uint uVar1;
code *pcVar2;
int iVar3;
undefined *puVar4;
CBaseEntity **ppCVar5;
CBaseEntity **ppCVar6;
undefined4 uStack_20;
CBaseEntity *local_1c;
CBaseEntity *local_18;
int local_10 [2];
ppCVar6 = &local_1c;
if ((((byte)this[0xd4] & 0x20) == 0) ||
((((uVar1 = *(uint *)(this + 0x18c), ppCVar5 = &local_1c, uVar1 != 0xffffffff &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, ppCVar5 = &local_1c,
puVar4 != (undefined *)0xfffffffc)) &&
(ppCVar5 = &local_1c, *(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(ppCVar5 = &local_1c, *(int *)(puVar4 + 4) != 0)))) {
if (((byte)this[0x14c] & 0x80) != 0) {
LAB_006077a9:
iVar3 = *(int *)this;
*ppCVar6 = this;
pcVar2 = *(code **)(iVar3 + 0x1c);
ppCVar6[-1] = (CBaseEntity *)0x6077b1;
iVar3 = (*pcVar2)();
if ((iVar3 != 1) && (((byte)this[0x14e] & 2) == 0)) {
*ppCVar6 = this;
ppCVar6[1] = (CBaseEntity *)0x20;
ppCVar6[-1] = (CBaseEntity *)0x6077cf;
SetTransmitState(*ppCVar6,(int)ppCVar6[1]);
return;
}
*ppCVar6 = this;
ppCVar6[1] = (CBaseEntity *)0x8;
ppCVar6[-1] = (CBaseEntity *)0x607810;
SetTransmitState(*ppCVar6,(int)ppCVar6[1]);
return;
}
local_1c = this;
uStack_20 = 0x6077e0;
iVar3 = (**(code **)(*(int *)this + 0x1c))();
ppCVar5 = &local_1c;
if (iVar3 != 0) {
local_1c = (CBaseEntity *)local_10;
local_18 = this;
uStack_20 = 0x6077f3;
(**(code **)(*(int *)this + 0x20))();
ppCVar6 = (CBaseEntity **)&uStack_20;
ppCVar5 = (CBaseEntity **)&uStack_20;
if (local_10[0] != 0) goto LAB_006077a9;
}
}
*ppCVar5 = this;
ppCVar5[1] = (CBaseEntity *)0x10;
ppCVar5[-1] = (CBaseEntity *)0x607790;
SetTransmitState(*ppCVar5,(int)ppCVar5[1]);
return;
}
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.