L L4D2node

CTraceFilterHitAll::ShouldHitEntity

0x0015cd80 · 10 bytes · __cdecl

_ZN18CTraceFilterHitAll15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (2 params)

/* CTraceFilterHitAll::ShouldHitEntity(IHandleEntity*, int) */

undefined4 CTraceFilterHitAll::ShouldHitEntity(IHandleEntity *param_1,int param_2)

{
  return 1;
}

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)