L L4D2node

CBulletsTraceFilter::ShouldHitEntity

0x00411f90 · 206 bytes · __thiscall

_ZN19CBulletsTraceFilter15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

undefined4 __thiscall
CBulletsTraceFilter::ShouldHitEntity(CBulletsTraceFilter *this,IHandleEntity *param_1,int param_2)

{
  int iVar1;
  uint uVar2;
  char cVar3;
  undefined *puVar4;
  undefined4 uVar5;
  IHandleEntity *pIVar6;
  
  if (*(int *)(this + 0x1c) != 0) {
    cVar3 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
    pIVar6 = (IHandleEntity *)0x0;
    if (cVar3 == '\0') {
      pIVar6 = param_1;
    }
    iVar1 = **(int **)(this + 0x10);
    cVar3 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,iVar1);
    if ((((((cVar3 == '\0') && (pIVar6 != (IHandleEntity *)0x0)) && (iVar1 != 0)) &&
         ((uVar2 = *(uint *)(pIVar6 + 0x220), uVar2 != 0xffffffff &&
          (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)))) &&
        ((*(uint *)(puVar4 + 8) == uVar2 >> 0xc &&
         ((iVar1 == *(int *)(puVar4 + 4) && ((*(ushort *)(iVar1 + 0x1b4) & 4) != 0)))))) &&
       ((*(ushort *)(iVar1 + 0x1b4) & 3) == 3)) {
      return 0;
    }
  }
  uVar5 = CTraceFilterSimpleList::ShouldHitEntity((CTraceFilterSimpleList *)this,param_1,param_2);
  return uVar5;
}

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)