L L4D2node

SurvivorLocomotion::IsEntityTraversable

0x00962600 · 59 bytes · __cdecl

_ZNK18SurvivorLocomotion19IsEntityTraversableEP11CBaseEntityN11ILocomotion16TraverseWhenTypeE

Decompiled

undefined (2 params)

/* SurvivorLocomotion::IsEntityTraversable(CBaseEntity*, ILocomotion::TraverseWhenType) const */

void SurvivorLocomotion::IsEntityTraversable(undefined4 param_1,CBaseEntity *param_2)

{
  char cVar1;
  
  cVar1 = IsFlimsy(param_2);
  if (cVar1 != '\0') {
    return;
  }
  ILocomotion::IsEntityTraversable();
  return;
}

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)