CBaseEntity::CanStandOn
0x003e0130 · 75 bytes · __thiscall
_ZNK11CBaseEntity10CanStandOnEP7edict_t
Decompiled
undefined (2 params)
/* CBaseEntity::CanStandOn(edict_t*) const */
void __thiscall CBaseEntity::CanStandOn(CBaseEntity *this,edict_t *param_1)
{
code *UNRECOVERED_JUMPTABLE_00;
int *piVar1;
UNRECOVERED_JUMPTABLE_00 = *(code **)(*(int *)this + 0x19c);
if (param_1 != (edict_t *)0x0) {
piVar1 = *(int **)(param_1 + 0xc);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x18))(piVar1);
}
/* WARNING: Could not recover jumptable at 0x003e0167. Too many branches */
/* WARNING: Treating indirect jump as call */
(*UNRECOVERED_JUMPTABLE_00)();
return;
}
/* WARNING: Could not recover jumptable at 0x003e0180. Too many branches */
/* WARNING: Treating indirect jump as call */
(*UNRECOVERED_JUMPTABLE_00)();
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.