L L4D2node

IsElevatorInteresting_R

0x004535d0 · 210 bytes · __regparm3

_ZL23IsElevatorInteresting_RP11CBaseEntityRK6VectorS3_

Decompiled

undefined (3 params)

/* IsElevatorInteresting_R(CBaseEntity*, Vector const&, Vector const&) */

char __regparm3 IsElevatorInteresting_R(CBaseEntity *param_1,Vector *param_2,Vector *param_3)

{
  CBaseEntity *pCVar1;
  char cVar2;
  char cVar3;
  int *piVar4;
  uint uVar5;
  undefined *puVar6;
  Vector local_34 [12];
  Vector local_28 [24];
  
  piVar4 = (int *)(**(code **)(*(int *)param_1 + 0x10))(param_1);
  (**(code **)(*piVar4 + 0x3c))(piVar4,local_34,local_28);
  cVar2 = IsBoxIntersectingBox(param_2,param_3,local_34,local_28);
  if ((cVar2 == '\0') && (uVar5 = *(uint *)(param_1 + 0x18c), uVar5 != 0xffffffff)) {
    while ((puVar6 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
           ((*(uint *)(puVar6 + 8) == uVar5 >> 0xc &&
            (pCVar1 = *(CBaseEntity **)(puVar6 + 4), pCVar1 != (CBaseEntity *)0x0))))) {
      cVar3 = IsElevatorInteresting_R(pCVar1,param_2,param_3);
      if (cVar3 != '\0') {
        return cVar3;
      }
      uVar5 = *(uint *)(pCVar1 + 400);
      if (uVar5 == 0xffffffff) {
        return '\0';
      }
    }
  }
  return cVar2;
}

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)