L L4D2node

CParticlePerformanceMonitor::UpdateTransmitState

0x008326a0 · 27 bytes · __thiscall

_ZN27CParticlePerformanceMonitor19UpdateTransmitStateEv

Decompiled

undefined (1 param)

/* CParticlePerformanceMonitor::UpdateTransmitState() */

void __thiscall CParticlePerformanceMonitor::UpdateTransmitState(CParticlePerformanceMonitor *this)

{
  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)