L L4D2node

CCSPlayer::IsUseableEntity

0x00660720 · 9 bytes · __thiscall

_ZN9CCSPlayer15IsUseableEntityEP11CBaseEntityj

Decompiled

undefined (3 params)

/* CCSPlayer::IsUseableEntity(CBaseEntity*, unsigned int) */

void __thiscall CCSPlayer::IsUseableEntity(CCSPlayer *this,CBaseEntity *param_1,uint param_2)

{
  CBasePlayer::IsUseableEntity((CBasePlayer *)this,param_1,param_2);
  return;
}

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)