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 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.