L L4D2node

CBaseEntity::ShouldTransmit

0x00607870 · 171 bytes · __thiscall

_ZN11CBaseEntity14ShouldTransmitEPK18CCheckTransmitInfo

Decompiled

undefined (2 params)

/* CBaseEntity::ShouldTransmit(CCheckTransmitInfo const*) */

char __thiscall CBaseEntity::ShouldTransmit(CBaseEntity *this,CCheckTransmitInfo *param_1)

{
  char cVar1;
  uint uVar2;
  byte *pbVar3;
  int iVar4;
  int iVar5;
  int *piVar6;
  
  uVar2 = DispatchUpdateTransmitState(this);
  cVar1 = ' ';
  if ((((uVar2 & 0x20) == 0) && (cVar1 = '\b', (uVar2 & 8) == 0)) &&
     (cVar1 = '\x10', (uVar2 & 0x10) == 0)) {
    pbVar3 = *(byte **)param_1;
    if (((pbVar3 == (byte *)0x0) &&
        ((pbVar3 = *(byte **)(gpGlobals + 0x58), pbVar3 == (byte *)0x0 || ((*pbVar3 & 2) != 0)))) ||
       (piVar6 = *(int **)(pbVar3 + 0xc), piVar6 == (int *)0x0)) {
      iVar4 = 0;
    }
    else {
      iVar4 = (**(code **)(*piVar6 + 0x18))(piVar6);
    }
    iVar5 = GetGlobalTeam(*(int *)(iVar4 + 0x24c));
    cVar1 = ' ';
    if (iVar5 != 0) {
      piVar6 = (int *)GetGlobalTeam(*(int *)(iVar4 + 0x24c));
      cVar1 = (**(code **)(*piVar6 + 0x334))(piVar6,iVar4,this);
      return (-(cVar1 == '\0') & 0x18U) + 8;
    }
  }
  return cVar1;
}

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)