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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.