L L4D2node

CEnumerationFilter::EnumElement

0x0015cf80 · 64 bytes · __thiscall

_ZN18CEnumerationFilter11EnumElementEP13IHandleEntity

Decompiled

undefined (2 params)

/* CEnumerationFilter::EnumElement(IHandleEntity*) */

byte __thiscall CEnumerationFilter::EnumElement(CEnumerationFilter *this,IHandleEntity *param_1)

{
  char cVar1;
  byte bVar2;
  int *piVar3;
  
  piVar3 = (int *)StaticPropMgr();
  cVar1 = (**(code **)(*piVar3 + 0x28))(piVar3,param_1);
  bVar2 = 0;
  if (cVar1 == '\0') {
    bVar2 = (**(code **)**(undefined4 **)(this + 4))(*(undefined4 **)(this + 4),param_1);
    bVar2 = bVar2 ^ 1;
  }
  return bVar2;
}

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)