L L4D2node

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 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)