L L4D2node

CTerrorPlayer::PlayerSolidMask

0x004f3570 · 122 bytes · __thiscall

_ZNK13CTerrorPlayer15PlayerSolidMaskEb

Decompiled

undefined (2 params)

/* CTerrorPlayer::PlayerSolidMask(bool) const */

int __thiscall CTerrorPlayer::PlayerSolidMask(CTerrorPlayer *this,bool param_1)

{
  char cVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar1 = (**(code **)(*(int *)this + 0x778))(this);
  if (param_1) {
    iVar3 = 0x1420b;
    if (iVar2 == 3) {
      iVar3 = (-(uint)(cVar1 == '\0') & 0x80000000) + 0x2420b;
    }
  }
  else {
    iVar3 = 0x201420b;
    if (iVar2 == 3) {
      return (-(uint)(cVar1 == '\0') & 0x80000000) + 0x202420b;
    }
  }
  return iVar3;
}

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)