CTraceFilterIgnoreWeapons::ShouldHitEntity
0x0045e7d0 · 130 bytes · __thiscall
_ZN25CTraceFilterIgnoreWeapons15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (3 params)
/* CTraceFilterIgnoreWeapons::ShouldHitEntity(IHandleEntity*, int) */
char __thiscall
CTraceFilterIgnoreWeapons::ShouldHitEntity
(CTraceFilterIgnoreWeapons *this,IHandleEntity *param_1,int param_2)
{
char cVar1;
char cVar2;
int iVar3;
cVar1 = CTraceFilterSkipTwoEntities::ShouldHitEntity
((CTraceFilterSkipTwoEntities *)this,param_1,param_2);
if (cVar1 != '\0') {
cVar2 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
if (cVar2 != '\0') {
return cVar2;
}
if (param_1 != (IHandleEntity *)0x0) {
iVar3 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBaseGrenade::typeinfo,0);
return iVar3 == 0;
}
}
return cVar1;
}
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.