PropIsGib
0x007f09a0 · 63 bytes · __cdecl
_Z9PropIsGibP11CBaseEntity
Decompiled
undefined (1 param)
/* PropIsGib(CBaseEntity*) */
uint PropIsGib(CBaseEntity *param_1)
{
uint uVar1;
if (*(char **)(param_1 + 0x7c) != "prop_physics") {
uVar1 = CBaseEntity::ClassMatchesComplex(param_1,"prop_physics");
if ((char)uVar1 == '\0') {
return uVar1;
}
}
return *(uint *)(param_1 + 0x148) >> 0x16 & 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.