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 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.