CTraceFilterViewOffset::ShouldHitEntity
0x004f6c40 · 110 bytes · __thiscall
_ZN22CTraceFilterViewOffset15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (3 params)
/* CTraceFilterViewOffset::ShouldHitEntity(IHandleEntity*, int) */
undefined4 __thiscall
CTraceFilterViewOffset::ShouldHitEntity
(CTraceFilterViewOffset *this,IHandleEntity *param_1,int param_2)
{
undefined4 uVar1;
undefined4 uVar2;
int iVar3;
uVar1 = CTraceFilterNoNPCsOrPlayer::ShouldHitEntity
((CTraceFilterNoNPCsOrPlayer *)this,param_1,param_2);
if ((char)uVar1 != '\0') {
uVar2 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
if ((((char)uVar2 == '\0') && (param_1 != (IHandleEntity *)0x0)) &&
(iVar3 = (**(code **)(*(int *)param_1 + 0x188))(param_1), iVar3 != 0)) {
uVar1 = uVar2;
}
return uVar1;
}
return uVar1;
}
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.