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 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.