L L4D2node

ILocomotion::IsEntityTraversable

0x00755770 · 274 bytes · __thiscall

_ZNK11ILocomotion19IsEntityTraversableEP11CBaseEntityNS_16TraverseWhenTypeE

Decompiled

undefined (3 params)

/* ILocomotion::IsEntityTraversable(CBaseEntity*, ILocomotion::TraverseWhenType) const */

bool __thiscall ILocomotion::IsEntityTraversable(ILocomotion *this,CBaseEntity *param_1,int param_3)

{
  char cVar1;
  undefined1 uVar2;
  int iVar3;
  int *piVar4;
  
  if (param_1 != g_WorldEntity) {
    if ((((*(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')) {
      iVar3 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBasePropDoor::typeinfo,0);
      if (iVar3 == 0) {
        return true;
      }
      return *(int *)(&DAT_000015f4 + iVar3) != 2;
    }
    if (((*(char **)(param_1 + 0x7c) == "func_brush") ||
        (cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_brush"), cVar1 != '\0')) &&
       (iVar3 = *(int *)(param_1 + 0x440), -1 < iVar3)) {
      if (iVar3 < 2) {
        return true;
      }
      if (iVar3 == 2) {
        return false;
      }
    }
    if (param_3 != 0) {
      piVar4 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
                    /* WARNING: Could not recover jumptable at 0x00755860. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar2 = (**(code **)(*piVar4 + 0xec))();
      return (bool)uVar2;
    }
  }
  return false;
}

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)