L L4D2node

CBaseViewModel::ShouldTransmit

0x0062e480 · 593 bytes · __thiscall

_ZN14CBaseViewModel14ShouldTransmitEPK18CCheckTransmitInfo

Decompiled

undefined (2 params)

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

undefined4 __thiscall
CBaseViewModel::ShouldTransmit(CBaseViewModel *this,CCheckTransmitInfo *param_1)

{
  uint uVar1;
  char cVar2;
  byte *pbVar3;
  int *piVar4;
  int iVar5;
  CBasePlayer *pCVar6;
  undefined4 uVar7;
  undefined *puVar8;
  int iVar9;
  CBasePlayer *local_40;
  CBasePlayer *local_38;
  CBasePlayer *local_34;
  int local_30 [8];
  
  uVar1 = *(uint *)(this + 0x161c);
  if ((((uVar1 == 0xffffffff) ||
       (puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar8 + 8) != uVar1 >> 0xc)) ||
     ((local_40 = *(CBasePlayer **)(puVar8 + 4), local_40 == (CBasePlayer *)0x0 ||
      (cVar2 = (**(code **)(*(int *)local_40 + 0x16c))(local_40), cVar2 == '\0')))) {
    local_40 = (CBasePlayer *)0x0;
  }
  else if ((*(edict_t **)param_1 == *(edict_t **)(local_40 + 0x30)) ||
          (cVar2 = CBasePlayer::IsSplitScreenUserOnEdict(local_40,*(edict_t **)param_1),
          cVar2 != '\0')) {
    return 8;
  }
  pbVar3 = *(byte **)param_1;
  if (((pbVar3 != (byte *)0x0) ||
      ((pbVar3 = *(byte **)(gpGlobals + 0x58), pbVar3 != (byte *)0x0 && ((*pbVar3 & 2) == 0)))) &&
     ((piVar4 = *(int **)(pbVar3 + 0xc), piVar4 != (int *)0x0 &&
      ((local_38 = (CBasePlayer *)(**(code **)(*piVar4 + 0x18))(piVar4),
       local_38 != (CBasePlayer *)0x0 &&
       (cVar2 = (**(code **)(*(int *)local_38 + 0x16c))(local_38), cVar2 != '\0')))))) {
    local_30[0] = 0;
    local_30[1] = 0;
    local_30[2] = 0;
    local_30[3] = 0;
    local_30[4] = 0;
                    /* try { // try from 0062e53c to 0062e57b has its CatchHandler @ 0062e6e7 */
    CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>>::InsertBefore
              ((CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>> *)local_30,0,&local_38);
    piVar4 = (int *)CBasePlayer::GetSplitScreenPlayers(local_38);
    iVar9 = 0;
    if (0 < piVar4[3]) {
      do {
        local_34 = (CBasePlayer *)0x0;
        uVar1 = *(uint *)(*piVar4 + iVar9 * 4);
        if (((uVar1 != 0xffffffff) &&
            (puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) {
          local_34 = *(CBasePlayer **)(puVar8 + 4);
        }
        CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>>::InsertBefore
                  ((CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>> *)local_30,local_30[3],
                   &local_34);
        iVar9 = iVar9 + 1;
      } while (iVar9 < piVar4[3]);
    }
    if (0 < local_30[3]) {
      iVar9 = 0;
      do {
        piVar4 = *(int **)(local_30[0] + iVar9 * 4);
        if (piVar4 != (int *)0x0) {
          if ((char)piVar4[0x729] != '\0') {
            uVar7 = 0x20;
LAB_0062e690:
            local_30[3] = 0;
            CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)local_30);
            local_30[4] = local_30[0];
            CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)local_30);
            return uVar7;
          }
                    /* try { // try from 0062e670 to 0062e685 has its CatchHandler @ 0062e6e7 */
          iVar5 = (**(code **)(*piVar4 + 0x648))(piVar4);
          if ((iVar5 == 4) &&
             (pCVar6 = (CBasePlayer *)(**(code **)(*piVar4 + 0x654))(piVar4), pCVar6 == local_40)) {
            uVar7 = 8;
            goto LAB_0062e690;
          }
        }
        iVar9 = iVar9 + 1;
      } while (iVar9 < local_30[3]);
    }
    local_30[3] = 0;
    CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)local_30);
    local_30[4] = local_30[0];
    CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)local_30);
  }
  return 0x10;
}

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)