L L4D2node

CSceneEntity::ShouldNetwork

0x00812300 · 190 bytes · __thiscall

_ZNK12CSceneEntity13ShouldNetworkEv

Decompiled

undefined (1 param)

/* CSceneEntity::ShouldNetwork() const */

undefined4 __thiscall CSceneEntity::ShouldNetwork(CSceneEntity *this)

{
  CChoreoScene *pCVar1;
  char cVar2;
  undefined4 uVar3;
  
  pCVar1 = *(CChoreoScene **)(this + 0x4f0);
  if (this[0x496] == (CSceneEntity)0x0) {
    if (pCVar1 == (CChoreoScene *)0x0) {
      return 0;
    }
    cVar2 = CChoreoScene::HasEventsOfType(pCVar1,10);
    if (cVar2 != '\0') {
      return 1;
    }
    uVar3 = 2;
  }
  else {
    if (pCVar1 == (CChoreoScene *)0x0) {
      return 0;
    }
    cVar2 = CChoreoScene::HasEventsOfType(pCVar1,10);
    if (cVar2 != '\0') {
      return 1;
    }
    cVar2 = CChoreoScene::HasEventsOfType(*(CChoreoScene **)(this + 0x4f0),2);
    if (cVar2 != '\0') {
      return 1;
    }
    cVar2 = CChoreoScene::HasEventsOfType(*(CChoreoScene **)(this + 0x4f0),6);
    if (cVar2 != '\0') {
      return 1;
    }
    uVar3 = 7;
  }
  cVar2 = CChoreoScene::HasEventsOfType(*(CChoreoScene **)(this + 0x4f0),uVar3);
  if (cVar2 == '\0') {
    return 0;
  }
  return 1;
}

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)