HunterLocomotion::IsEntityTraversable
0x00aa3240 · 90 bytes · __cdecl
_ZNK16HunterLocomotion19IsEntityTraversableEP11CBaseEntityN11ILocomotion16TraverseWhenTypeE
Decompiled
undefined (2 params)
/* HunterLocomotion::IsEntityTraversable(CBaseEntity*, ILocomotion::TraverseWhenType) const */
undefined4 HunterLocomotion::IsEntityTraversable(undefined4 param_1,CBaseEntity *param_2)
{
undefined4 uVar1;
if ((*(uint *)(param_2 + 0x148) & 0x1000) != 0) {
return 0;
}
uVar1 = 1;
if ((*(uint *)(param_2 + 0x148) & 0x2000) == 0) {
uVar1 = IsFlimsy(param_2);
if ((char)uVar1 == '\0') {
uVar1 = ILocomotion::IsEntityTraversable();
return uVar1;
}
}
return uVar1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.