L L4D2node

CBaseEntity::IsStandable

0x0040e830 · 122 bytes · __thiscall

_ZNK11CBaseEntity11IsStandableEv

Decompiled

undefined (1 param)

/* CBaseEntity::IsStandable() const */

undefined4 __thiscall CBaseEntity::IsStandable(CBaseEntity *this)

{
  CBaseEntity *pCVar1;
  uint uVar2;
  int iVar3;
  undefined4 uVar4;
  
  pCVar1 = this + 0x194;
  uVar2 = (**(code **)(*(int *)(this + 0x194) + 0x30))(pCVar1);
  if ((uVar2 & 0x10) != 0) {
    return 0;
  }
  iVar3 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(pCVar1);
  if (iVar3 != 1) {
    iVar3 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(pCVar1);
    if (iVar3 != 6) {
      iVar3 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(pCVar1);
      if (iVar3 != 2) {
        uVar4 = IsBSPModel(this);
        return uVar4;
      }
    }
  }
  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)