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 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.