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 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.