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 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.