L L4D2node

CBasePlayer::IsRideablePhysics

0x007af700 · 78 bytes · __thiscall

_ZN11CBasePlayer17IsRideablePhysicsEP14IPhysicsObject

Decompiled

undefined (2 params)

/* CBasePlayer::IsRideablePhysics(IPhysicsObject*) */

bool __thiscall CBasePlayer::IsRideablePhysics(CBasePlayer *this,IPhysicsObject *param_1)

{
  bool bVar1;
  longdouble lVar2;
  longdouble extraout_ST0;
  
  bVar1 = false;
  if (param_1 != (IPhysicsObject *)0x0) {
    lVar2 = (longdouble)(**(code **)(*(int *)param_1 + 0x78))(param_1);
    (**(code **)(**(int **)(this + 0x238) + 0x78))(*(int **)(this + 0x238));
    bVar1 = (float)extraout_ST0 + (float)extraout_ST0 < (float)lVar2;
  }
  return bVar1;
}

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)