L L4D2node

CMoveHelperServer::IsWorldEntity

0x006f6c60 · 114 bytes · __thiscall

_ZN17CMoveHelperServer13IsWorldEntityERK11CBaseHandle

Decompiled

undefined (2 params)

/* CMoveHelperServer::IsWorldEntity(CBaseHandle const&) */

bool __thiscall CMoveHelperServer::IsWorldEntity(CMoveHelperServer *this,CBaseHandle *param_1)

{
  byte *pbVar1;
  int *piVar2;
  uint uVar3;
  int iVar4;
  undefined *puVar5;
  
  pbVar1 = *(byte **)(gpGlobals + 0x58);
  if (((pbVar1 == (byte *)0x0) || ((*pbVar1 & 2) != 0)) ||
     (piVar2 = *(int **)(pbVar1 + 0xc), piVar2 == (int *)0x0)) {
    iVar4 = 0;
  }
  else {
    iVar4 = (**(code **)(*piVar2 + 0x18))(piVar2);
  }
  uVar3 = *(uint *)param_1;
  if (((uVar3 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar5 + 8) == uVar3 >> 0xc)) {
    return *(int *)(puVar5 + 4) == iVar4;
  }
  return iVar4 == 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)