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 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.