L L4D2node

CSlideshowDisplay::SetTransmit

0x00822d40 · 213 bytes · __thiscall

_ZN17CSlideshowDisplay11SetTransmitEP18CCheckTransmitInfob

Decompiled

undefined (3 params)

/* CSlideshowDisplay::SetTransmit(CCheckTransmitInfo*, bool) */

void __thiscall
CSlideshowDisplay::SetTransmit(CSlideshowDisplay *this,CCheckTransmitInfo *param_1,bool param_2)

{
  uint uVar1;
  uint uVar2;
  undefined *puVar3;
  int iVar4;
  int *piVar5;
  
  if (*(int *)(this + 0x30) == 0) {
    uVar1 = 1;
    iVar4 = 0;
  }
  else {
    uVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    uVar1 = 1 << ((byte)uVar2 & 0x1f);
    iVar4 = (uVar2 >> 5) << 2;
  }
  if ((*(uint *)(*(int *)(param_1 + 0x2008) + iVar4) & uVar1) == 0) {
    CBaseEntity::SetTransmit((CBaseEntity *)this,param_1,param_2);
    if (0 < *(int *)(this + 0x594)) {
      iVar4 = 0;
      do {
        piVar5 = (int *)0x0;
        uVar1 = *(uint *)(*(int *)(this + 0x588) + iVar4 * 4);
        if (((uVar1 != 0xffffffff) &&
            (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
          piVar5 = *(int **)(puVar3 + 4);
        }
        iVar4 = iVar4 + 1;
        (**(code **)(*piVar5 + 0x5c))(piVar5,param_1,param_2);
      } while (iVar4 < *(int *)(this + 0x594));
    }
  }
  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)