CBaseDoor::CanPushEntity
0x006661a0 · 88 bytes · __thiscall
_ZNK9CBaseDoor13CanPushEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseDoor::CanPushEntity(CBaseEntity*) const */
undefined4 __thiscall CBaseDoor::CanPushEntity(CBaseDoor *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 uVar2;
CBaseEntity *pCVar3;
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
pCVar3 = (CBaseEntity *)0x0;
if (cVar1 != '\0') {
pCVar3 = param_1;
}
uVar2 = (**(code **)(*(int *)pCVar3 + 0x778))(pCVar3);
if (((char)uVar2 == '\0') && (*(int *)(sv_doors_push_players._28_4_ + 0x30) == 0)) {
return uVar2;
}
}
return 1;
}
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.