L L4D2node

IsExplosionTraceBlocked

0x0045fbd0 · 160 bytes · __cdecl

_Z23IsExplosionTraceBlockedP10CGameTrace

Decompiled

undefined (1 param)

/* IsExplosionTraceBlocked(CGameTrace*) */

undefined4 IsExplosionTraceBlocked(CGameTrace *param_1)

{
  CBaseEntity *this;
  char cVar1;
  undefined4 uVar2;
  
  uVar2 = CGameTrace::DidHitWorld(param_1);
  if (((((char)uVar2 == '\0') &&
       (this = *(CBaseEntity **)(param_1 + 0x4c), this != (CBaseEntity *)0x0)) &&
      (this[0x186] == (CBaseEntity)0x7)) &&
     ((((*(char **)(this + 0x7c) == "prop_door_rotating" ||
        (cVar1 = CBaseEntity::ClassMatchesComplex(this,"prop_door_rotating"), cVar1 != '\0')) ||
       ((*(char **)(*(CBaseEntity **)(param_1 + 0x4c) + 0x7c) == "func_door" ||
        ((cVar1 = CBaseEntity::ClassMatchesComplex(*(CBaseEntity **)(param_1 + 0x4c),"func_door"),
         cVar1 != '\0' ||
         (*(char **)(*(CBaseEntity **)(param_1 + 0x4c) + 0x7c) == "func_door_rotating")))))) ||
      (cVar1 = CBaseEntity::ClassMatchesComplex
                         (*(CBaseEntity **)(param_1 + 0x4c),"func_door_rotating"), cVar1 != '\0'))))
  {
    return 1;
  }
  return uVar2;
}

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)