CTerrorPlayer::WantsLagCompensationOnEntity
0x009d94f0 · 230 bytes · __thiscall
_ZNK13CTerrorPlayer28WantsLagCompensationOnEntityEPK11CBaseEntityPK8CUserCmdPK7CBitVecILi2048EE
Decompiled
undefined (4 params)
/* CTerrorPlayer::WantsLagCompensationOnEntity(CBaseEntity const*, CUserCmd const*, CBitVec<2048>
const*) const */
undefined4 __thiscall
CTerrorPlayer::WantsLagCompensationOnEntity
(CTerrorPlayer *this,CBaseEntity *param_1,CUserCmd *param_2,CBitVec *param_3)
{
uint uVar1;
char cVar2;
undefined *puVar3;
undefined4 uVar4;
if ((((*(uint *)(param_2 + 0x24) & 1) == 0) && ((*(uint *)(param_2 + 0x24) & 0x800) == 0)) &&
(5 < *(int *)(param_2 + 4) - *(int *)(this + 0x298c))) {
return 0;
}
if ((param_1 != (CBaseEntity *)0x0) &&
(cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar2 != '\0')) {
uVar1 = *(uint *)(param_1 + 0x3edc);
if (((uVar1 != 0xffffffff) &&
((puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)))) && (*(int *)(puVar3 + 4) != 0)) {
return 0;
}
uVar1 = *(uint *)(param_1 + 0x2a4c);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
return 0;
}
}
uVar4 = CBasePlayer::WantsLagCompensationOnEntity((CBasePlayer *)this,param_1,param_2,param_3);
return uVar4;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.