CStaticPropMgr::IsStaticProp
0x001e4570 · 41 bytes · __thiscall
_ZNK14CStaticPropMgr12IsStaticPropEP13IHandleEntity
Decompiled
undefined (2 params)
/* CStaticPropMgr::IsStaticProp(IHandleEntity*) const */
undefined4 __thiscall CStaticPropMgr::IsStaticProp(CStaticPropMgr *this,IHandleEntity *param_1)
{
undefined4 uVar1;
uint *puVar2;
uVar1 = 1;
if (param_1 != (IHandleEntity *)0x0) {
puVar2 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar1 = CONCAT31((uint3)(*puVar2 >> 0x14),*puVar2 >> 0xc == 0x40000);
}
return uVar1;
}
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.