CBaseEntity::IsInWorld
0x0060b160 · 594 bytes · __thiscall
_ZNK11CBaseEntity9IsInWorldEv
Decompiled
undefined (1 param)
/* CBaseEntity::IsInWorld() const */
bool __thiscall CBaseEntity::IsInWorld(CBaseEntity *this)
{
if (*(int *)(this + 0x30) == 0) {
return true;
}
if (((byte)this[0x14d] & 8) != 0) {
CalcAbsolutePosition(this);
}
if (*(float *)(this + 0x2e0) < 16384.0) {
if (((byte)this[0x14d] & 8) != 0) {
CalcAbsolutePosition(this);
}
if (*(float *)(this + 0x2e4) < 16384.0) {
if (((byte)this[0x14d] & 8) != 0) {
CalcAbsolutePosition(this);
}
if (*(float *)(this + 0x2e8) < 16384.0) {
if (((byte)this[0x14d] & 8) != 0) {
CalcAbsolutePosition(this);
}
if (-16384.0 < *(float *)(this + 0x2e0)) {
if (((byte)this[0x14d] & 8) != 0) {
CalcAbsolutePosition(this);
}
if (-16384.0 < *(float *)(this + 0x2e4)) {
if (((byte)this[0x14d] & 8) != 0) {
CalcAbsolutePosition(this);
}
if (-16384.0 < *(float *)(this + 0x2e8)) {
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
if (*(float *)(this + 0x274) < 2000.0) {
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
if (*(float *)(this + 0x278) < 2000.0) {
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
if (*(float *)(this + 0x27c) < 2000.0) {
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
if (-2000.0 < *(float *)(this + 0x274)) {
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
if (-2000.0 < *(float *)(this + 0x278)) {
if (((byte)this[0x14d] & 0x10) != 0) {
CalcAbsoluteVelocity(this);
}
return -2000.0 < *(float *)(this + 0x27c);
}
}
}
}
}
}
}
}
}
}
}
return false;
}
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.