L L4D2node

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 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)