L L4D2node

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 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)