L L4D2node

CPhysicsPushedEntities::IsPushedPositionValid

0x0078c180 · 175 bytes · __thiscall

_ZN22CPhysicsPushedEntities21IsPushedPositionValidEP11CBaseEntity

Decompiled

undefined (2 params)

/* CPhysicsPushedEntities::IsPushedPositionValid(CBaseEntity*) */

byte __thiscall
CPhysicsPushedEntities::IsPushedPositionValid(CPhysicsPushedEntities *this,CBaseEntity *param_1)

{
  uint uVar1;
  undefined **local_80 [4];
  CGameTrace local_70 [55];
  byte local_39;
  
  CTraceFilterSimple::CTraceFilterSimple
            ((CTraceFilterSimple *)local_80,(IHandleEntity *)param_1,*(int *)(param_1 + 0x234),
             (_func_bool_IHandleEntity_ptr_int *)0x0);
  local_80[0] = &PTR_ShouldHitEntity_00cb2570;
  uVar1 = (**(code **)(*(int *)param_1 + 0x2c8))(param_1);
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(param_1);
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(param_1);
    }
  }
  UTIL_TraceEntity(param_1,(Vector *)(param_1 + 0x2e0),(Vector *)(param_1 + 0x2e0),uVar1,
                   (ITraceFilter *)local_80,local_70);
  return local_39 ^ 1;
}

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)