L L4D2node

CBaseEntity::NetworkQuantize

0x0060e710 · 202 bytes · __thiscall

_ZN11CBaseEntity15NetworkQuantizeEv

Decompiled

undefined (1 param)

/* CBaseEntity::NetworkQuantize() */

void __thiscall CBaseEntity::NetworkQuantize(CBaseEntity *this)

{
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  if (this[0x3dc] != (CBaseEntity)0x0) {
    if (((byte)this[0x14d] & 8) == 0) {
      local_34 = *(undefined4 *)(this + 0x2e0);
      local_30 = *(undefined4 *)(this + 0x2e4);
      local_2c = *(undefined4 *)(this + 0x2e8);
    }
    else {
      CalcAbsolutePosition(this);
      local_34 = *(undefined4 *)(this + 0x2e0);
      local_30 = *(undefined4 *)(this + 0x2e4);
      local_2c = *(undefined4 *)(this + 0x2e8);
      if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
        CalcAbsolutePosition(this);
      }
    }
    local_28 = *(undefined4 *)(this + 0x37c);
    local_24 = *(undefined4 *)(this + 0x380);
    local_20 = *(undefined4 *)(this + 900);
    NetworkQuantize(this,(Vector *)&local_34,(QAngle *)&local_28);
    SetAbsOrigin(this,(Vector *)&local_34);
    SetAbsAngles(this,(QAngle *)&local_28);
  }
  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)