CCSPlayer::WantsLagCompensationOnEntity
0x006601f0 · 73 bytes · __thiscall
_ZNK9CCSPlayer28WantsLagCompensationOnEntityEPK11CBaseEntityPK8CUserCmdPK7CBitVecILi2048EE
Decompiled
undefined (4 params)
/* CCSPlayer::WantsLagCompensationOnEntity(CBaseEntity const*, CUserCmd const*, CBitVec<2048>
const*) const */
undefined4 __thiscall
CCSPlayer::WantsLagCompensationOnEntity
(CCSPlayer *this,CBaseEntity *param_1,CUserCmd *param_2,CBitVec *param_3)
{
undefined4 uVar1;
if ((((*(uint *)(param_2 + 0x24) & 1) == 0) &&
(5 < *(int *)(param_2 + 4) - *(int *)(this + 0x298c))) &&
((*(uint *)(param_2 + 0x24) & 0x800) == 0)) {
return 0;
}
uVar1 = CBasePlayer::WantsLagCompensationOnEntity((CBasePlayer *)this,param_1,param_2,param_3);
return uVar1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.