L L4D2node

CSceneEntity::UpdateTransmitState

0x008123d0 · 98 bytes · __thiscall

_ZN12CSceneEntity19UpdateTransmitStateEv

Decompiled

undefined (1 param)

/* CSceneEntity::UpdateTransmitState() */

void __thiscall CSceneEntity::UpdateTransmitState(CSceneEntity *this)

{
  char cVar1;
  
  cVar1 = ShouldNetwork(this);
  if (cVar1 == '\0') {
    CBaseEntity::SetTransmitState((CBaseEntity *)this,0x10);
    return;
  }
  if (*(int *)(this + 0x710) != 0) {
    CBaseEntity::SetTransmitState((CBaseEntity *)this,0);
    return;
  }
  CBaseEntity::SetTransmitState((CBaseEntity *)this,8);
  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)