L L4D2node

CBaseEntity::VPhysicsIsFlesh

0x005ff5a0 · 164 bytes · __thiscall

_ZN11CBaseEntity15VPhysicsIsFleshEv

Decompiled

undefined (1 param)

/* CBaseEntity::VPhysicsIsFlesh() */

undefined4 __thiscall CBaseEntity::VPhysicsIsFlesh(CBaseEntity *this)

{
  ushort uVar1;
  int *piVar2;
  bool bVar3;
  int iVar4;
  undefined4 uVar5;
  int iVar6;
  int iVar7;
  undefined4 local_101c [1027];
  
  iVar7 = 0;
  iVar4 = (**(code **)(*(int *)this + 0x2b8))(this,local_101c,0x400);
  if (0 < iVar4) {
    do {
      piVar2 = (int *)local_101c[iVar7];
      uVar5 = (**(code **)(*piVar2 + 0x9c))(piVar2);
      iVar6 = (**(code **)(*physprops + 0x18))(physprops,uVar5);
      uVar1 = *(ushort *)(iVar6 + 0x4c);
      bVar3 = (ushort)(uVar1 - 0x41) < 2;
      if (uVar1 == 0x46 || bVar3) {
        return CONCAT31((int3)(uVar1 - 0x41 >> 8),uVar1 == 0x46 || bVar3);
      }
      if (uVar1 == 0x48) {
        return 1;
      }
      iVar7 = iVar7 + 1;
    } while (iVar7 != iVar4);
  }
  return 0;
}

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)