L L4D2node

CFuncPlayerInfectedClip::ShouldTransmit

0x00b16340 · 108 bytes · __thiscall

_ZN23CFuncPlayerInfectedClip14ShouldTransmitEPK18CCheckTransmitInfo

Decompiled

undefined (2 params)

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

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

{
  int *piVar1;
  char cVar2;
  byte *pbVar3;
  CBaseEntity *this_00;
  int iVar4;
  
  pbVar3 = *(byte **)param_1;
  if (((pbVar3 == (byte *)0x0) &&
      ((pbVar3 = *(byte **)(gpGlobals + 0x58), pbVar3 == (byte *)0x0 || ((*pbVar3 & 2) != 0)))) ||
     (piVar1 = *(int **)(pbVar3 + 0xc), piVar1 == (int *)0x0)) {
    this_00 = (CBaseEntity *)0x0;
  }
  else {
    this_00 = (CBaseEntity *)(**(code **)(*piVar1 + 0x18))(piVar1);
  }
  iVar4 = CBaseEntity::GetTeamNumber(this_00);
  if (1 < iVar4) {
    cVar2 = CBaseEntity::InSameTeam((CBaseEntity *)this,this_00);
    if (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)