CTankClaw::IsPhysicsTarget
0x0055e8f0 · 91 bytes · __thiscall
_ZNK9CTankClaw15IsPhysicsTargetEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTankClaw::IsPhysicsTarget(CBaseEntity*) const */
undefined4 __thiscall CTankClaw::IsPhysicsTarget(CTankClaw *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 uVar2;
if (param_1 == (CBaseEntity *)0x0) {
return 0;
}
if ((((*(char **)(param_1 + 0x7c) != "prop_physics*") &&
(cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"prop_physics*"), cVar1 == '\0')) &&
(*(char **)(param_1 + 0x7c) != "prop_car_alarm")) &&
(uVar2 = CBaseEntity::ClassMatchesComplex(param_1,"prop_car_alarm"), (char)uVar2 == '\0')) {
return uVar2;
}
return 1;
}
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.