CInsectSwarm::CanHarm
0x008c68c0 · 102 bytes · __thiscall
_ZNK12CInsectSwarm7CanHarmEP11CBaseEntity
Decompiled
undefined (2 params)
/* CInsectSwarm::CanHarm(CBaseEntity*) const */
uint __thiscall CInsectSwarm::CanHarm(CInsectSwarm *this,CBaseEntity *param_1)
{
uint uVar1;
int iVar2;
uVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if ((char)uVar1 == '\0') {
iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CGasCan::typeinfo,0);
if (iVar2 != 0) {
uVar1 = (uint)*(byte *)(iVar2 + 0x182c);
}
return uVar1;
}
iVar2 = CBaseEntity::GetTeamNumber(param_1);
uVar1 = IsASurvivorTeam(iVar2);
return uVar1;
}
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.