L L4D2node

CTerrorPlayer::IsUseableEntity

0x009d2970 · 174 bytes · __thiscall

_ZN13CTerrorPlayer15IsUseableEntityEP11CBaseEntityj

Decompiled

undefined (3 params)

/* CTerrorPlayer::IsUseableEntity(CBaseEntity*, unsigned int) */

undefined4 __thiscall
CTerrorPlayer::IsUseableEntity(CTerrorPlayer *this,CBaseEntity *param_1,uint param_2)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  undefined4 uVar4;
  undefined *puVar5;
  
  iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar3 == 3) {
    cVar2 = (**(code **)(*(int *)this + 0x558))(this);
    if (cVar2 == '\0') {
      uVar4 = CCSPlayer::IsUseableEntity((CCSPlayer *)this,param_1,param_2 | 0x1000);
      return uVar4;
    }
  }
  else {
    uVar4 = (**(code **)(*(int *)this + 300))();
    if ((char)uVar4 != '\0') {
      uVar1 = *(uint *)(param_1 + 0x118);
      if ((((uVar1 != 0xffffffff) &&
           (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
        return uVar4;
      }
      uVar4 = CBasePlayer::IsUseableEntity((CBasePlayer *)this,param_1,param_2);
      return uVar4;
    }
  }
  return 0;
}

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)