L L4D2node

CBreakableProp::HasInteraction

0x004e9fc0 · 22 bytes · __thiscall

_ZN14CBreakableProp14HasInteractionE23propdata_interactions_t

Decompiled

undefined (2 params)

/* CBreakableProp::HasInteraction(propdata_interactions_t) */

uint __thiscall CBreakableProp::HasInteraction(CBreakableProp *this,byte param_2)

{
  return *(int *)(this + 0x1494) >> (param_2 & 0x1f) & 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)