CTeam::ShouldTransmitToPlayer
0x00839010 · 49 bytes · __thiscall
_ZN5CTeam22ShouldTransmitToPlayerEP11CBasePlayerP11CBaseEntity
Decompiled
undefined (3 params)
/* CTeam::ShouldTransmitToPlayer(CBasePlayer*, CBaseEntity*) */
undefined4 __thiscall
CTeam::ShouldTransmitToPlayer(CTeam *this,CBasePlayer *param_1,CBaseEntity *param_2)
{
CBaseEntity *pCVar1;
if ((param_1 != (CBasePlayer *)0x0) && (((byte)param_1[0x1d20] & 8) != 0)) {
pCVar1 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x654))(param_1);
if (pCVar1 == param_2) {
return 1;
}
}
return 0;
}
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.