L L4D2node

IsFlimsy

0x0051fb90 · 183 bytes · __cdecl

_Z8IsFlimsyP11CBaseEntity

Decompiled

undefined (1 param)

/* IsFlimsy(CBaseEntity*) */

bool IsFlimsy(CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  
  if ((*(int *)(param_1 + 0x234) != 6) && (*(int *)(param_1 + 0x234) != 0)) {
    return false;
  }
  if ((param_1[0x105] == (CBaseEntity)0x2) && ((float)*(int *)(param_1 + 0x100) <= 10.0)) {
    if (*(char **)(param_1 + 0x7c) != "func_breakable_surf") {
      cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_breakable_surf");
      if ((cVar1 == '\0') && (*(char **)(param_1 + 0x7c) != "func_breakable")) {
        cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_breakable");
        if (cVar1 == '\0') {
          iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBreakableProp::typeinfo,0);
          return iVar2 != 0;
        }
      }
    }
    return true;
  }
  return false;
}

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)