L L4D2node

CBaseEntity::WillSimulateGamePhysics

0x0040e530 · 103 bytes · __thiscall

_ZN11CBaseEntity23WillSimulateGamePhysicsEv

Decompiled

undefined (1 param)

/* CBaseEntity::WillSimulateGamePhysics() */

char __thiscall CBaseEntity::WillSimulateGamePhysics(CBaseEntity *this)

{
  CBaseEntity CVar1;
  char cVar2;
  
  cVar2 = (**(code **)(*(int *)this + 0x16c))(this);
  if ((cVar2 == '\0') &&
     (CVar1 = this[0x186], CVar1 != (CBaseEntity)0x6 && CVar1 != (CBaseEntity)0x0)) {
    if (CVar1 == (CBaseEntity)0x7) {
      if (0.0 <= *(float *)(this + 0x2d8)) {
        cVar2 = 0.0 < *(float *)(this + 0x2d8) - *(float *)(this + 0x2d0);
      }
    }
    else {
      cVar2 = '\x01';
    }
  }
  return cVar2;
}

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)