L L4D2node

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 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)