L L4D2node

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 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)