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 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.