L L4D2node

CFuncBrush::ObjectCaps

0x006c31d0 · 37 bytes · __thiscall

_ZN10CFuncBrush10ObjectCapsEv

Decompiled

undefined (1 param)

/* CFuncBrush::ObjectCaps() */

uint __thiscall CFuncBrush::ObjectCaps(CFuncBrush *this)

{
  uint uVar1;
  
  if (((byte)this[0x148] & 2) == 0) {
    uVar1 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
    return uVar1 | 0x10;
  }
  uVar1 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
  return uVar1;
}

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)