L L4D2node

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 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)