L L4D2node

UTIL_EntityInSolid

0x00b2df10 · 185 bytes · __cdecl

_Z18UTIL_EntityInSolidP11CBaseEntity

Decompiled

undefined (1 param)

/* UTIL_EntityInSolid(CBaseEntity*) */

uint UTIL_EntityInSolid(CBaseEntity *param_1)

{
  int *piVar1;
  char cVar2;
  undefined4 *puVar3;
  uint uVar4;
  undefined *puVar5;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  uVar4 = *(uint *)(param_1 + 0x188);
  if ((((uVar4 != 0xffffffff) &&
       (puVar5 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar5 + 8) == uVar4 >> 0xc)) &&
     (piVar1 = *(int **)(puVar5 + 4), piVar1 != (int *)0x0)) {
    cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1);
    if (cVar2 != '\0') {
      return 0;
    }
    param_1 = (CBaseEntity *)CBaseEntity::GetRootMoveParent(param_1);
  }
  puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
  local_18 = *puVar3;
  local_14 = puVar3[1];
  local_10 = puVar3[2];
  uVar4 = (**(code **)*enginetrace)(enginetrace,&local_18,0xffffffff,0);
  return uVar4 & 0x200400b;
}

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)