INextBot::IsAbleToClimbOnto
0x00753fa0 · 107 bytes · __thiscall
_ZNK8INextBot17IsAbleToClimbOntoEPK11CBaseEntity
Decompiled
undefined (2 params)
/* INextBot::IsAbleToClimbOnto(CBaseEntity const*) const */
undefined4 __thiscall INextBot::IsAbleToClimbOnto(INextBot *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 uVar2;
if ((((param_1 == (CBaseEntity *)0x0) ||
(uVar2 = CBaseEntity::IsAIWalkable(param_1), (char)uVar2 == '\0')) ||
(*(char **)(param_1 + 0x7c) == "prop_door*")) ||
(((cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"prop_door*"), cVar1 != '\0' ||
(*(char **)(param_1 + 0x7c) == "func_door*")) ||
(cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_door*"), cVar1 != '\0')))) {
uVar2 = 0;
}
return uVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.