L L4D2node

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 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)