L L4D2node

CBaseEntity::IsFollowingEntity

0x006047e0 · 93 bytes · __thiscall

_ZN11CBaseEntity17IsFollowingEntityEv

Decompiled

undefined (1 param)

/* CBaseEntity::IsFollowingEntity() */

undefined4 __thiscall CBaseEntity::IsFollowingEntity(CBaseEntity *this)

{
  uint uVar1;
  undefined4 uVar2;
  undefined *puVar3;
  
  uVar2 = 0;
  if ((((((byte)this[0xd4] & 1) != 0) && (this[0x186] == (CBaseEntity)0x0)) &&
      (uVar1 = *(uint *)(this + 0x188), uVar1 != 0xffffffff)) &&
     ((puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)))) {
    uVar2 = CONCAT31((int3)((uint)*(int *)(puVar3 + 4) >> 8),*(int *)(puVar3 + 4) != 0);
  }
  return uVar2;
}

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)