L L4D2node

INextBot::IsAbleToBreak

0x00754010 · 153 bytes · __thiscall

_ZNK8INextBot13IsAbleToBreakEPK11CBaseEntity

Decompiled

undefined (2 params)

/* INextBot::IsAbleToBreak(CBaseEntity const*) const */

bool __thiscall INextBot::IsAbleToBreak(INextBot *this,CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  
  if ((param_1 == (CBaseEntity *)0x0) || (param_1[0x105] != (CBaseEntity)0x2)) {
    return false;
  }
  if (((*(char **)(param_1 + 0x7c) == "func_breakable") ||
      (cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_breakable"), cVar1 != '\0')) &&
     (*(int *)(param_1 + 0x100) != 0)) {
    return true;
  }
  if ((*(char **)(param_1 + 0x7c) != "func_breakable_surf") &&
     (cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_breakable_surf"), cVar1 == '\0')) {
    iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBreakableProp::typeinfo,0);
    return iVar2 != 0;
  }
  return true;
}

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)