L L4D2node

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 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)