L L4D2node

CRopeKeyframe::SetTransmit

0x008064b0 · 264 bytes · __thiscall

_ZN13CRopeKeyframe11SetTransmitEP18CCheckTransmitInfob

Decompiled

undefined (3 params)

/* CRopeKeyframe::SetTransmit(CCheckTransmitInfo*, bool) */

void __thiscall
CRopeKeyframe::SetTransmit(CRopeKeyframe *this,CCheckTransmitInfo *param_1,bool param_2)

{
  int *piVar1;
  uint uVar2;
  uint uVar3;
  undefined *puVar4;
  int iVar5;
  undefined *local_20;
  
  if (*(int *)(this + 0x30) == 0) {
    uVar2 = 1;
    iVar5 = 0;
  }
  else {
    uVar3 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    uVar2 = 1 << ((byte)uVar3 & 0x1f);
    iVar5 = (uVar3 >> 5) << 2;
  }
  if ((*(uint *)(*(int *)(param_1 + 0x2008) + iVar5) & uVar2) == 0) {
    CBaseEntity::SetTransmit((CBaseEntity *)this,param_1,param_2);
    uVar2 = *(uint *)(this + 0x484);
    local_20 = g_pEntityList;
    if ((((uVar2 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
       (piVar1 = *(int **)(puVar4 + 4), piVar1 != (int *)0x0)) {
      (**(code **)(*piVar1 + 0x5c))(piVar1,param_1,param_2);
      local_20 = g_pEntityList;
    }
    uVar2 = *(uint *)(this + 0x488);
    g_pEntityList = local_20;
    if (((uVar2 != 0xffffffff) &&
        (local_20 = local_20 + (uVar2 & 0xfff) * 0x10, local_20 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(local_20 + 8) == uVar2 >> 0xc && (*(int **)(local_20 + 4) != (int *)0x0)))) {
                    /* WARNING: Could not recover jumptable at 0x0080658f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(**(int **)(local_20 + 4) + 0x5c))();
      return;
    }
  }
  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)