L L4D2node

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 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)