L L4D2node

CBaseEntity::BotQueryIsCached

0x0060d390 · 35 bytes · __thiscall

_ZNK11CBaseEntity16BotQueryIsCachedEii

Decompiled

undefined (3 params)

/* CBaseEntity::BotQueryIsCached(int, int) const */

bool __thiscall CBaseEntity::BotQueryIsCached(CBaseEntity *this,int param_1,int param_2)

{
  if (*(int *)(this + 0x404) != param_1) {
    return false;
  }
  return (*(uint *)(this + 0x400) & param_2) != 0;
}

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)