L L4D2node

CTerrorGameRules::DoesEntityBlockExplosions

0x00502fb0 · 139 bytes · __thiscall

_ZNK16CTerrorGameRules25DoesEntityBlockExplosionsEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTerrorGameRules::DoesEntityBlockExplosions(CBaseEntity*) const */

undefined4 __thiscall
CTerrorGameRules::DoesEntityBlockExplosions(CTerrorGameRules *this,CBaseEntity *param_1)

{
  char cVar1;
  undefined4 uVar2;
  
  if (((((*(char **)(param_1 + 0x7c) != "func_door*") &&
        (cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_door*"), cVar1 == '\0')) &&
       (*(char **)(param_1 + 0x7c) != "prop_door*")) &&
      ((cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"prop_door*"), cVar1 == '\0' &&
       (*(char **)(param_1 + 0x7c) != "func_breakable")))) &&
     ((cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_breakable"), cVar1 == '\0' &&
      ((*(char **)(param_1 + 0x7c) != "func_movelinear" &&
       (uVar2 = CBaseEntity::ClassMatchesComplex(param_1,"func_movelinear"), (char)uVar2 == '\0'))))
     )) {
    return uVar2;
  }
  return 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)