L L4D2node

Boomer::CanBeShoved

0x00a64d80 · 119 bytes · __cdecl

_ZNK6Boomer11CanBeShovedEP11CBaseEntity

Decompiled

undefined (1 param)

/* Boomer::CanBeShoved(CBaseEntity*) const */

undefined4 Boomer::CanBeShoved(CBaseEntity *param_1)

{
  uint uVar1;
  char cVar2;
  undefined4 uVar3;
  undefined *puVar4;
  int *piVar5;
  
  if (*(int *)(param_1 + 0x4018) == 1) {
    uVar1 = *(uint *)(param_1 + 0x30bc);
    piVar5 = (int *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
      piVar5 = *(int **)(puVar4 + 4);
    }
    cVar2 = (**(code **)(*piVar5 + 0x354))(piVar5);
    if (cVar2 != '\0') {
      return 0;
    }
  }
  uVar3 = CTerrorPlayer::CanBeShoved(param_1);
  return uVar3;
}

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)