L L4D2node

IsAbleToGrabEntity

0x008e4190 · 129 bytes · __regparm3

_ZL18IsAbleToGrabEntityP11CBaseEntity

Decompiled

undefined (1 param)

/* IsAbleToGrabEntity(CBaseEntity*) */

uint __regparm3 IsAbleToGrabEntity(CBaseEntity *param_1)

{
  char cVar1;
  uint uVar2;
  int iVar3;
  
  uVar2 = 1;
  if (param_1 != (CBaseEntity *)0x0) {
    iVar3 = (**(code **)(*(int *)param_1 + 0x144))(param_1);
    if ((((iVar3 == 0) && (*(char **)(param_1 + 0x7c) != "func_door*")) &&
        (cVar1 = CBaseEntity::ClassMatchesComplex(param_1,"func_door*"), cVar1 == '\0')) &&
       ((*(char **)(param_1 + 0x7c) != "prop_door*" &&
        (uVar2 = CBaseEntity::ClassMatchesComplex(param_1,"prop_door*"), (char)uVar2 == '\0')))) {
      if (*(char **)(param_1 + 0x7c) == "prop_dynamic*") {
        return uVar2;
      }
      uVar2 = CBaseEntity::ClassMatchesComplex(param_1,"prop_dynamic*");
      return uVar2 ^ 1;
    }
    uVar2 = 0;
  }
  return uVar2;
}

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)