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 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.