CTerrorPlayer::ShouldTransmit
0x009d7d30 · 190 bytes · __thiscall
_ZN13CTerrorPlayer14ShouldTransmitEPK18CCheckTransmitInfo
Decompiled
undefined (2 params)
/* CTerrorPlayer::ShouldTransmit(CCheckTransmitInfo const*) */
undefined4 __thiscall CTerrorPlayer::ShouldTransmit(CTerrorPlayer *this,CCheckTransmitInfo *param_1)
{
char cVar1;
int iVar2;
undefined4 uVar3;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if ((((iVar2 != 2) && (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 != 4)) &&
((iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 != 3 ||
(((iVar2 = (**(code **)(*(int *)this + 0x544))(this), iVar2 != 3 ||
(cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 == '\0')) ||
(cVar1 = (**(code **)(*(int *)this + 0x558))(this), cVar1 != '\0')))))) &&
((iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 != 3 ||
((cVar1 = CDirector::HasAnySurvivorLeftSafeArea(TheDirector), cVar1 != '\0' &&
(cVar1 = CDirector::IsInTransition(TheDirector), cVar1 == '\0')))))) {
uVar3 = CCSPlayer::ShouldTransmit((CCSPlayer *)this,param_1);
return uVar3;
}
return 8;
}
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.