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 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.