L L4D2node

CPhysicsProp::CanBePickedUpByPhyscannon

0x007f0bc0 · 69 bytes · __thiscall

_ZN12CPhysicsProp25CanBePickedUpByPhyscannonEv

Decompiled

undefined (1 param)

/* CPhysicsProp::CanBePickedUpByPhyscannon() */

undefined4 __thiscall CPhysicsProp::CanBePickedUpByPhyscannon(CPhysicsProp *this)

{
  int *piVar1;
  char cVar2;
  
  if (((byte)this[0x149] & 2) != 0) {
    return 0;
  }
  piVar1 = *(int **)(this + 0x238);
  if (((piVar1 != (int *)0x0) && (cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1), cVar2 == '\0')) &&
     (((byte)this[0x148] & 0x40) == 0)) {
    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)