L L4D2node

CThrow::UpdateAbility()::CThrowTraceFilter::ShouldHitEntity

0x004e1510 · 88 bytes · __thiscall

_ZZN6CThrow13UpdateAbilityEvEN17CThrowTraceFilter15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

/* ShouldHitEntity(IHandleEntity*, int) */

undefined4 __thiscall
CThrow::UpdateAbility()::CThrowTraceFilter::ShouldHitEntity
          (CThrowTraceFilter *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  IHandleEntity *pIVar4;
  
  cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  pIVar4 = (IHandleEntity *)0x0;
  if (cVar1 == '\0') {
    pIVar4 = param_1;
  }
  iVar2 = (**(code **)(*(int *)pIVar4 + 0x148))(pIVar4);
  if (iVar2 != 0) {
    return 0;
  }
  uVar3 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  return uVar3;
}

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)