L L4D2node

CPropVehicleDriveable::CanExitVehicle

0x00b32720 · 58 bytes · __cdecl

_ZN21CPropVehicleDriveable14CanExitVehicleEP11CBaseEntity

Decompiled

undefined (1 param)

/* CPropVehicleDriveable::CanExitVehicle(CBaseEntity*) */

bool CPropVehicleDriveable::CanExitVehicle(CBaseEntity *param_1)

{
  bool bVar1;
  
  bVar1 = false;
  if (((param_1[0x162c] == (CBaseEntity)0x0) && (param_1[0x162d] == (CBaseEntity)0x0)) &&
     (param_1[0x1625] == (CBaseEntity)0x0)) {
    bVar1 = (float)*(int *)(param_1 + 0x15ec) < *(float *)(param_1 + 0x1628) ||
            (float)*(int *)(param_1 + 0x15ec) == *(float *)(param_1 + 0x1628);
  }
  return bVar1;
}

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)