IsPushableEntity
0x004709b0 · 113 bytes · __cdecl
_Z16IsPushableEntityP11CBaseEntity
Decompiled
undefined (1 param)
/* IsPushableEntity(CBaseEntity*) */
undefined4 IsPushableEntity(CBaseEntity *param_1)
{
char cVar1;
undefined4 uVar2;
if (((param_1 == (CBaseEntity *)0x0) || (*(int *)(sv_turbophysics._28_4_ + 0x30) == 0)) ||
(*(int *)(param_1 + 0x234) != 0)) {
return 0;
}
if (((*(char **)(param_1 + 0x7c) != "prop_physics_multiplayer") &&
(cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"prop_physics_multiplayer"), cVar1 == '\0'))
&& (*(char **)(param_1 + 0x7c) != "prop_physics")) {
uVar2 = CBaseEntity::ClassMatchesComplex(param_1,"prop_physics");
return uVar2;
}
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.