L L4D2node

CTempEntsSystem::SuppressTE

0x008375b0 · 95 bytes · __thiscall

_ZN15CTempEntsSystem10SuppressTEER16IRecipientFilter

Decompiled

undefined (2 params)

/* CTempEntsSystem::SuppressTE(IRecipientFilter&) */

bool __thiscall CTempEntsSystem::SuppressTE(CTempEntsSystem *this,IRecipientFilter *param_1)

{
  char cVar1;
  CBasePlayer *pCVar2;
  int iVar3;
  
  if ((*(int *)(this + 0x10) < 1) && (*(int *)(this + 0xc) != 0)) {
    cVar1 = CRecipientFilter::IgnorePredictionCull((CRecipientFilter *)param_1);
    if (cVar1 == '\0') {
      pCVar2 = (CBasePlayer *)0x0;
      if (*(int *)(this + 0x10) < 1) {
        pCVar2 = *(CBasePlayer **)(this + 0xc);
      }
      CRecipientFilter::RemoveRecipient((CRecipientFilter *)param_1,pCVar2);
    }
    iVar3 = (**(code **)(*(int *)param_1 + 0x10))(param_1);
    return iVar3 == 0;
  }
  return false;
}

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)