CTeamVehicleSpawnPoint::IsValid
0x0083d480 · 133 bytes · __thiscall
_ZN22CTeamVehicleSpawnPoint7IsValidEv
Decompiled
undefined (1 param)
/* CTeamVehicleSpawnPoint::IsValid() */
undefined4 __thiscall CTeamVehicleSpawnPoint::IsValid(CTeamVehicleSpawnPoint *this)
{
char cVar1;
int *piVar2;
int local_814 [515];
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
CEntitySphereQuery::CEntitySphereQuery
((CEntitySphereQuery *)local_814,(Vector *)(this + 0x2e0),128.0,0);
while( true ) {
piVar2 = (int *)CEntitySphereQuery::GetCurrentEntity((CEntitySphereQuery *)local_814);
if (piVar2 == (int *)0x0) {
return 1;
}
cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
if (cVar1 != '\0') break;
local_814[0] = local_814[0] + 1;
}
return 0;
}
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.