TankLocomotion::IsEntityTraversable
0x00af2290 · 211 bytes · __cdecl
_ZNK14TankLocomotion19IsEntityTraversableEP11CBaseEntityN11ILocomotion16TraverseWhenTypeE
Decompiled
undefined (2 params)
/* TankLocomotion::IsEntityTraversable(CBaseEntity*, ILocomotion::TraverseWhenType) const */
undefined4 TankLocomotion::IsEntityTraversable(undefined4 param_1,CBaseEntity *param_2)
{
int *piVar1;
int iVar2;
char cVar3;
uint uVar4;
undefined4 uVar5;
undefined *puVar6;
uVar4 = *(uint *)(param_2 + 0x148);
if ((uVar4 & 0x1000) == 0) {
piVar1 = *(int **)(param_2 + 0x238);
if ((piVar1 != (int *)0x0) && (param_2[0x186] == (CBaseEntity)0x6)) {
cVar3 = (**(code **)(*piVar1 + 0x2c))(piVar1);
if (cVar3 != '\0') {
return 1;
}
uVar4 = *(uint *)(param_2 + 0x148);
}
if (((uVar4 & 0x2000) == 0) && (cVar3 = IsFlimsy(param_2), cVar3 == '\0')) {
uVar4 = *(uint *)(param_2 + 0x180);
if (((uVar4 != 0xffffffff) &&
(((puVar6 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
(*(uint *)(puVar6 + 8) == uVar4 >> 0xc)) && (iVar2 = *(int *)(puVar6 + 4), iVar2 != 0)))
) && (((piVar1 = *(int **)(iVar2 + 0x238), piVar1 != (int *)0x0 &&
(*(char *)(iVar2 + 0x186) == '\x06')) &&
(uVar5 = (**(code **)(*piVar1 + 0x2c))(piVar1), (char)uVar5 != '\0')))) {
return uVar5;
}
uVar5 = ILocomotion::IsEntityTraversable();
return uVar5;
}
}
return 1;
}
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.