CTraceFilterNoCombatCharacters::ShouldHitEntity
0x00404270 · 112 bytes · __thiscall
_ZN30CTraceFilterNoCombatCharacters15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (3 params)
/* CTraceFilterNoCombatCharacters::ShouldHitEntity(IHandleEntity*, int) */
undefined4 __thiscall
CTraceFilterNoCombatCharacters::ShouldHitEntity
(CTraceFilterNoCombatCharacters *this,IHandleEntity *param_1,int param_2)
{
char cVar1;
int iVar2;
undefined4 uVar3;
cVar1 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
if ((cVar1 == '\0') && (param_1 != (IHandleEntity *)0x0)) {
iVar2 = (**(code **)(*(int *)param_1 + 0x144))(param_1);
if (iVar2 == 0) {
iVar2 = (**(code **)(*(int *)param_1 + 0x188))(param_1);
if (iVar2 == 0) {
uVar3 = CBaseEntity::BlocksLOS((CBaseEntity *)param_1);
return uVar3;
}
}
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.