L L4D2node

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 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)