L L4D2node

CPointSpotlight::UpdateTransmitState

0x007dc8d0 · 54 bytes · __thiscall

_ZN15CPointSpotlight19UpdateTransmitStateEv

Decompiled

undefined (1 param)

/* CPointSpotlight::UpdateTransmitState() */

void __thiscall CPointSpotlight::UpdateTransmitState(CPointSpotlight *this)

{
  if (this[0x441] == (CPointSpotlight)0x0) {
    CBaseEntity::SetTransmitState((CBaseEntity *)this,0x20);
    return;
  }
  CBaseEntity::SetTransmitState((CBaseEntity *)this,0x10);
  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)