CBasePlayer::IsUseableEntity
0x007a66d0 · 43 bytes · __thiscall
_ZN11CBasePlayer15IsUseableEntityEP11CBaseEntityj
Decompiled
undefined (3 params)
/* CBasePlayer::IsUseableEntity(CBaseEntity*, unsigned int) */
undefined4 __thiscall
CBasePlayer::IsUseableEntity(CBasePlayer *this,CBaseEntity *param_1,uint param_2)
{
uint uVar1;
if (param_1 != (CBaseEntity *)0x0) {
uVar1 = (**(code **)(*(int *)param_1 + 0xa4))(param_1);
if ((uVar1 & 0xf0) != 0) {
return CONCAT31((int3)((uVar1 & param_2) >> 8),param_2 == (uVar1 & param_2));
}
}
return 0;
}
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.