CanResolvePenetrationWithNPC
0x00779680 · 109 bytes · __regparm3
_ZL28CanResolvePenetrationWithNPCP11CBaseEntityP14IPhysicsObject
Decompiled
undefined (2 params)
/* CanResolvePenetrationWithNPC(CBaseEntity*, IPhysicsObject*) */
undefined4 __regparm3 CanResolvePenetrationWithNPC(CBaseEntity *param_1,IPhysicsObject *param_2)
{
char cVar1;
int iVar2;
undefined4 uVar3;
if (((param_1[0x186] == (CBaseEntity)0x6) &&
(cVar1 = (**(code **)(*(int *)param_2 + 0x18))(param_2), cVar1 == '\0')) &&
(cVar1 = (**(code **)(*(int *)param_2 + 0x30))(param_2,1), cVar1 == '\0')) {
uVar3 = (**(code **)(*(int *)param_2 + 0x2c))(param_2);
if (((char)uVar3 != '\0') ||
(iVar2 = (**(code **)(*(int *)param_1 + 0x18c))(param_1), iVar2 != 0)) {
uVar3 = 1;
}
}
else {
uVar3 = 0;
}
return uVar3;
}
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.