CPointTeleport::EntityMayTeleport
0x007d98b0 · 111 bytes · __thiscall
_ZN14CPointTeleport17EntityMayTeleportEP11CBaseEntity
Decompiled
undefined (2 params)
/* CPointTeleport::EntityMayTeleport(CBaseEntity*) */
undefined4 __thiscall CPointTeleport::EntityMayTeleport(CPointTeleport *this,CBaseEntity *param_1)
{
uint uVar1;
char cVar2;
int *piVar3;
undefined *puVar4;
uVar1 = *(uint *)(param_1 + 0x188);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
if ((piVar3 != (int *)0x0) && (cVar2 = (**(code **)(*piVar3 + 0x4fc))(piVar3), cVar2 != '\0')) {
return 1;
}
return 0;
}
return 1;
}
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.