L L4D2node

CGib::SUB_AllowedToFade

0x006d3cf0 · 110 bytes · __thiscall

_ZN4CGib17SUB_AllowedToFadeEv

Decompiled

undefined (1 param)

/* CGib::SUB_AllowedToFade() */

undefined4 __thiscall CGib::SUB_AllowedToFade(CGib *this)

{
  char cVar1;
  uint uVar2;
  int *piVar3;
  
  piVar3 = *(int **)(this + 0x238);
  if (((piVar3 == (int *)0x0) ||
      ((uVar2 = (**(code **)(*piVar3 + 0x50))(piVar3), (uVar2 & 4) == 0 &&
       (((byte)this[0x14e] & 0x10) == 0)))) &&
     ((*(int *)(gpGlobals + 0x14) != 1 ||
      (((piVar3 = (int *)UTIL_GetLocalPlayer(), piVar3 == (int *)0x0 ||
        (cVar1 = (**(code **)(*piVar3 + 0x3c8))(piVar3,this), cVar1 == '\0')) ||
       (this[0x1404] != (CGib)0x0)))))) {
    return 1;
  }
  return 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)