CBaseEntity::HasNPCsOnIt
0x00477e00 · 129 bytes · __thiscall
_ZN11CBaseEntity11HasNPCsOnItEv
Decompiled
undefined (1 param)
/* CBaseEntity::HasNPCsOnIt() */
undefined4 __thiscall CBaseEntity::HasNPCsOnIt(CBaseEntity *this)
{
uint *puVar1;
uint uVar2;
uint *puVar3;
undefined *puVar4;
int iVar5;
puVar3 = (uint *)GetDataObject(this,0);
if (puVar3 != (uint *)0x0) {
for (puVar1 = (uint *)puVar3[1]; puVar3 != puVar1; puVar1 = (uint *)puVar1[1]) {
uVar2 = *puVar1;
if ((((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) &&
((*(int *)(puVar4 + 4) != 0 && (iVar5 = MyNPCPointer(), iVar5 != 0)))) {
return 1;
}
}
}
return 0;
}
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.