CTriggerPush::IsPushable
0x00b19410 · 136 bytes · __thiscall
_ZN12CTriggerPush10IsPushableEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerPush::IsPushable(CBaseEntity*) */
undefined4 __thiscall CTriggerPush::IsPushable(CTriggerPush *this,CBaseEntity *param_1)
{
uint uVar1;
undefined4 uVar2;
undefined *puVar3;
if ((((param_1[0x1b6] == (CBaseEntity)0x0) || ((*(ushort *)(param_1 + 0x1b4) & 4) != 0)) ||
(param_1[0x186] == (CBaseEntity)0x7)) ||
((param_1[0x186] == (CBaseEntity)0x0 ||
(uVar2 = (**(code **)(*(int *)this + 0x34c))(this,param_1), (char)uVar2 == '\0')))) {
return 0;
}
uVar1 = *(uint *)(param_1 + 0x188);
if (uVar1 == 0xffffffff) {
return uVar2;
}
puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (puVar3 == (undefined *)0xfffffffc) {
return uVar2;
}
if (*(uint *)(puVar3 + 8) != uVar1 >> 0xc) {
return uVar2;
}
return CONCAT31((int3)((uint)*(int *)(puVar3 + 4) >> 8),*(int *)(puVar3 + 4) == 0);
}
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.