CBaseEntity::ObjectCaps
0x00609a50 · 185 bytes · __thiscall
_ZN11CBaseEntity10ObjectCapsEv
Decompiled
undefined (1 param)
/* CBaseEntity::ObjectCaps() */
uint __thiscall CBaseEntity::ObjectCaps(CBaseEntity *this)
{
int *piVar1;
char cVar2;
int iVar3;
uint uVar4;
uint uVar5;
undefined *puVar6;
bool bVar7;
bVar7 = false;
iVar3 = GetModel(this);
if (iVar3 != 0) {
iVar3 = (**(code **)(*modelinfo + 0x2c))(modelinfo,iVar3);
bVar7 = iVar3 == 1;
}
uVar5 = *(uint *)(this + 0x180);
if ((((uVar5 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar5 >> 0xc)) &&
(piVar1 = *(int **)(puVar6 + 4), piVar1 != (int *)0x0)) {
uVar4 = (**(code **)(*piVar1 + 0xa4))(piVar1);
uVar5 = uVar4 & 0x10f2;
if (bVar7) {
uVar5 = uVar4 & 0x10f0;
}
cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1);
if (cVar2 != '\0') {
uVar5 = uVar5 & 0xfffffffd;
}
return uVar5;
}
return -(uint)!bVar7 & 2;
}
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.