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 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.