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 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.