L L4D2node

IsStaticPointEntity

0x00425a90 · 195 bytes · __cdecl

_Z19IsStaticPointEntityP11CBaseEntity

Decompiled

undefined (1 param)

/* IsStaticPointEntity(CBaseEntity*) */

undefined4 IsStaticPointEntity(CBaseEntity *param_1)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(param_1 + 0x188);
  if ((((uVar1 == 0xffffffff) ||
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) {
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
    if (iVar3 == 0) {
      return 1;
    }
    if ((((*(char **)(param_1 + 0x7c) == "info_target") ||
         (cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"info_target"), cVar2 != '\0')) ||
        ((*(char **)(param_1 + 0x7c) == "info_landmark" ||
         ((cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"info_landmark"), cVar2 != '\0' ||
          (*(char **)(param_1 + 0x7c) == "path_corner")))))) ||
       (cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"path_corner"), cVar2 != '\0')) {
      return 1;
    }
  }
  return 0;
}

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)