L L4D2node

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 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)