L L4D2node

CPropVehicleDriveable::CanEnterVehicle

0x00b339b0 · 99 bytes · __thiscall

_ZN21CPropVehicleDriveable15CanEnterVehicleEP11CBaseEntity

Decompiled

undefined (2 params)

/* CPropVehicleDriveable::CanEnterVehicle(CBaseEntity*) */

bool __thiscall
CPropVehicleDriveable::CanEnterVehicle(CPropVehicleDriveable *this,CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  CBaseEntity *pCVar3;
  
  iVar2 = (**(code **)(*(int *)this + 0x3d0))(this);
  if ((((iVar2 == 0) ||
       (pCVar3 = (CBaseEntity *)(**(code **)(*(int *)this + 0x3d0))(this), pCVar3 == param_1)) &&
      (cVar1 = (**(code **)(*(int *)this + 0x3c8))(this), cVar1 == '\0')) &&
     (this[0x1625] == (CPropVehicleDriveable)0x0)) {
    return (float)*(int *)(this + 0x15ec) < *(float *)(this + 0x1628) ||
           (float)*(int *)(this + 0x15ec) == *(float *)(this + 0x1628);
  }
  return false;
}

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)