InfectedAttack::IsValidEnemy
0x00a2a090 · 79 bytes · __cdecl
_ZN14InfectedAttack12IsValidEnemyEP11CBaseEntity
Decompiled
undefined (1 param)
/* InfectedAttack::IsValidEnemy(CBaseEntity*) */
undefined4 InfectedAttack::IsValidEnemy(CBaseEntity *param_1)
{
char cVar1;
undefined4 uVar2;
int iVar3;
if ((param_1 == (CBaseEntity *)0x0) ||
(uVar2 = (**(code **)(*(int *)param_1 + 300))(param_1), (char)uVar2 == '\0')) {
uVar2 = 0;
}
else {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if ((cVar1 != '\0') && (iVar3 = CBaseEntity::GetTeamNumber(param_1), iVar3 == 4)) {
uVar2 = 0;
}
}
return uVar2;
}
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.