L L4D2node

CBaseEntity::Blocked

0x005ff4d0 · 134 bytes · __thiscall

_ZN11CBaseEntity7BlockedEPS_

Decompiled

undefined (2 params)

/* CBaseEntity::Blocked(CBaseEntity*) */

void __thiscall CBaseEntity::Blocked(CBaseEntity *this,CBaseEntity *param_1)

{
  uint uVar1;
  code *pcVar2;
  undefined *puVar3;
  
  pcVar2 = *(code **)(this + 0xe8);
  if (pcVar2 != (code *)0x0) {
    if (((uint)pcVar2 & 1) != 0) {
      pcVar2 = *(code **)(pcVar2 + *(int *)(this + *(int *)(this + 0xec)) + -1);
    }
    (*pcVar2)(this + *(int *)(this + 0xec),param_1);
  }
  uVar1 = *(uint *)(this + 0x180);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int **)(puVar3 + 4) != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x005ff55b. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(puVar3 + 4) + 0x1c0))();
    return;
  }
  return;
}

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)