CBaseEntity::IsBSPModel
0x0040e7a0 · 141 bytes · __thiscall
_ZNK11CBaseEntity10IsBSPModelEv
Decompiled
undefined (1 param)
/* CBaseEntity::IsBSPModel() const */
undefined4 __thiscall CBaseEntity::IsBSPModel(CBaseEntity *this)
{
code *pcVar1;
int iVar2;
undefined4 uVar3;
iVar2 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(this + 0x194);
if (iVar2 != 1) {
pcVar1 = *(code **)(*modelinfo + 8);
uVar3 = (**(code **)(*(int *)this + 0x1c))(this);
uVar3 = (*pcVar1)(modelinfo,uVar3);
iVar2 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(this + 0x194);
if ((iVar2 != 6) || (iVar2 = (**(code **)(*modelinfo + 0x2c))(modelinfo,uVar3), iVar2 != 1)) {
return 0;
}
}
return 1;
}
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.