L L4D2node

CBaseEntity::IsFloating

0x0060ced0 · 109 bytes · __thiscall

_ZN11CBaseEntity10IsFloatingEv

Decompiled

undefined (1 param)

/* CBaseEntity::IsFloating() */

bool __thiscall CBaseEntity::IsFloating(CBaseEntity *this)

{
  int *piVar1;
  bool bVar2;
  undefined4 uVar3;
  float local_1c;
  undefined1 local_18 [4];
  undefined1 local_14 [4];
  undefined1 local_10 [8];
  
  bVar2 = false;
  if ((((byte)this[0x14e] & 8) != 0) && (piVar1 = *(int **)(this + 0x238), piVar1 != (int *)0x0)) {
    uVar3 = (**(code **)(*piVar1 + 0x9c))(piVar1);
    (**(code **)(*physprops + 0x14))(physprops,uVar3,&local_1c,local_18,local_14,local_10);
    bVar2 = local_1c < 1000.0;
  }
  return bVar2;
}

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)