CVGuiScreen::UpdateTransmitState
0x00b3dde0 · 128 bytes · __thiscall
_ZN11CVGuiScreen19UpdateTransmitStateEv
Decompiled
undefined (1 param)
/* CVGuiScreen::UpdateTransmitState() */
void __thiscall CVGuiScreen::UpdateTransmitState(CVGuiScreen *this)
{
uint uVar1;
undefined *puVar2;
if (((byte)this[0x458] & 4) != 0) {
CBaseEntity::SetTransmitState((CBaseEntity *)this,0);
return;
}
uVar1 = *(uint *)(this + 0x188);
if ((((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
CBaseEntity::SetTransmitState((CBaseEntity *)this,0x20);
return;
}
CBaseEntity::UpdateTransmitState((CBaseEntity *)this);
return;
}
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.