L L4D2node

CTraceFilterSimpleNoInfectedTeamOrGhosts::ShouldHitEntity

0x004e6e90 · 107 bytes · __thiscall

_ZN40CTraceFilterSimpleNoInfectedTeamOrGhosts15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

/* CTraceFilterSimpleNoInfectedTeamOrGhosts::ShouldHitEntity(IHandleEntity*, int) */

undefined4 __thiscall
CTraceFilterSimpleNoInfectedTeamOrGhosts::ShouldHitEntity
          (CTraceFilterSimpleNoInfectedTeamOrGhosts *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  
  cVar1 = CTraceFilterSimpleList::ShouldHitEntity((CTraceFilterSimpleList *)this,param_1,param_2);
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
    if ((cVar1 == '\0') && (param_1 != (IHandleEntity *)0x0)) {
      iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
      if (iVar2 != 3) {
        uVar3 = CTraceFilterSimpleListNoGhosts::ShouldHitEntity
                          ((CTraceFilterSimpleListNoGhosts *)this,param_1,param_2);
        return uVar3;
      }
    }
  }
  return 0;
}

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)