L L4D2node

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 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)