L L4D2node

CServerTools::IsInNoClipMode

0x00680a30 · 56 bytes · __thiscall

_ZN12CServerTools14IsInNoClipModeEP13IClientEntity

Decompiled

undefined (2 params)

/* CServerTools::IsInNoClipMode(IClientEntity*) */

bool __thiscall CServerTools::IsInNoClipMode(CServerTools *this,IClientEntity *param_1)

{
  int iVar1;
  
  iVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
  if (iVar1 == 0) {
    iVar1 = UTIL_GetLocalPlayer();
    if (iVar1 == 0) {
      return true;
    }
  }
  return *(char *)(iVar1 + 0x186) == '\b';
}

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)