L L4D2node

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 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)