L L4D2node

Charger::CanBeShoved

0x00a7b570 · 83 bytes · __cdecl

_ZNK7Charger11CanBeShovedEP11CBaseEntity

Decompiled

undefined (1 param)

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

undefined4 Charger::CanBeShoved(CBaseEntity *param_1)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(param_1 + 0x30bc);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
    return CONCAT31(SUB43(z_charger_allow_shove._28_4_,1),
                    *(int *)(z_charger_allow_shove._28_4_ + 0x30) != 0);
  }
  return 1;
}

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)