CBaseEntity::SUB_AllowedToFade
0x006012f0 · 101 bytes · __thiscall
_ZN11CBaseEntity17SUB_AllowedToFadeEv
Decompiled
undefined (1 param)
/* CBaseEntity::SUB_AllowedToFade() */
undefined4 __thiscall CBaseEntity::SUB_AllowedToFade(CBaseEntity *this)
{
char cVar1;
uint uVar2;
int *piVar3;
piVar3 = *(int **)(this + 0x238);
if (((piVar3 == (int *)0x0) ||
((uVar2 = (**(code **)(*piVar3 + 0x50))(piVar3), (uVar2 & 4) == 0 &&
(((byte)this[0x14e] & 0x10) == 0)))) &&
((*(int *)(gpGlobals + 0x14) != 1 ||
((piVar3 = (int *)UTIL_GetLocalPlayer(), piVar3 == (int *)0x0 ||
(cVar1 = (**(code **)(*piVar3 + 0x3c8))(piVar3,this), cVar1 == '\0')))))) {
return 1;
}
return 0;
}
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.