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 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.