L L4D2node

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 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)