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 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.