L L4D2node

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 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)