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 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.