L L4D2node

NextBotCombatCharacter::IsUseableEntity

0x00751370 · 43 bytes · __thiscall

_ZN22NextBotCombatCharacter15IsUseableEntityEP11CBaseEntityj

Decompiled

undefined (3 params)

/* NextBotCombatCharacter::IsUseableEntity(CBaseEntity*, unsigned int) */

undefined4 __thiscall
NextBotCombatCharacter::IsUseableEntity
          (NextBotCombatCharacter *this,CBaseEntity *param_1,uint param_2)

{
  uint uVar1;
  
  if (param_1 != (CBaseEntity *)0x0) {
    uVar1 = (**(code **)(*(int *)param_1 + 0xa4))(param_1);
    if ((uVar1 & 0xf0) != 0) {
      return CONCAT31((int3)((uVar1 & param_2) >> 8),param_2 == (uVar1 & param_2));
    }
  }
  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)