L L4D2node

CClientPath::ShouldTransmit

0x008cde50 · 154 bytes · __thiscall

_ZN11CClientPath14ShouldTransmitEPK18CCheckTransmitInfo

Decompiled

undefined (2 params)

/* CClientPath::ShouldTransmit(CCheckTransmitInfo const*) */

undefined4 __thiscall CClientPath::ShouldTransmit(CClientPath *this,CCheckTransmitInfo *param_1)

{
  uint uVar1;
  CBasePlayer *this_00;
  char cVar2;
  undefined *puVar3;
  
  uVar1 = *(uint *)(this + 0x1050);
  if ((((uVar1 == 0xffffffff) ||
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) ||
     ((this_00 = *(CBasePlayer **)(puVar3 + 4), this_00 == (CBasePlayer *)0x0 ||
      (this[0x1054] == (CClientPath)0x0)))) {
    return 0x10;
  }
  if (*(int *)param_1 == *(int *)(this_00 + 0x30)) {
    return 8;
  }
  cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
  if ((cVar2 != '\0') &&
     (cVar2 = CBasePlayer::IsSplitScreenUserOnEdict(this_00,*(edict_t **)param_1), cVar2 != '\0')) {
    return 8;
  }
  return 0x10;
}

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)