L L4D2node

CPhysBox::CanBePickedUpByPhyscannon

0x0079eb80 · 61 bytes · __thiscall

_ZN8CPhysBox25CanBePickedUpByPhyscannonEv

Decompiled

undefined (1 param)

/* CPhysBox::CanBePickedUpByPhyscannon() */

uint __thiscall CPhysBox::CanBePickedUpByPhyscannon(CPhysBox *this)

{
  int *piVar1;
  uint uVar2;
  
  uVar2 = 0;
  if ((((byte)this[0x14a] & 0x20) == 0) && (piVar1 = *(int **)(this + 0x238), piVar1 != (int *)0x0))
  {
    uVar2 = (**(code **)(*piVar1 + 0x28))(piVar1);
    if ((char)uVar2 == '\0') {
      uVar2 = *(uint *)(this + 0x148) >> 0x11 & 1;
    }
  }
  return uVar2;
}

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)