L L4D2node

CThrow::IsAbilityReadyToFire

0x004e15b0 · 98 bytes · __thiscall

_ZNK6CThrow20IsAbilityReadyToFireEv

Decompiled

undefined (1 param)

/* CThrow::IsAbilityReadyToFire() const */

undefined4 __thiscall CThrow::IsAbilityReadyToFire(CThrow *this)

{
  uint uVar1;
  int *piVar2;
  char cVar3;
  undefined4 uVar4;
  undefined *puVar5;
  
  uVar1 = *(uint *)(this + 0x44c);
  if ((((uVar1 != 0xffffffff) &&
       (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0)) {
    cVar3 = (**(code **)(*piVar2 + 0x558))(piVar2);
    if (cVar3 == '\0') {
      uVar4 = CBaseAbility::IsAbilityReadyToFire((CBaseAbility *)this);
      return uVar4;
    }
  }
  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)