L L4D2node

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 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)