CTraceFilterPlayerMovement::SetPassEntity
0x00501b80 · 122 bytes · __thiscall
_ZN26CTraceFilterPlayerMovement13SetPassEntityEPK13IHandleEntity
Decompiled
undefined (2 params)
/* CTraceFilterPlayerMovement::SetPassEntity(IHandleEntity const*) */
void __thiscall
CTraceFilterPlayerMovement::SetPassEntity(CTraceFilterPlayerMovement *this,IHandleEntity *param_1)
{
char cVar1;
CTraceFilterPlayerMovement CVar2;
int *piVar3;
int *piVar4;
*(IHandleEntity **)(this + 4) = param_1;
if (param_1 != (IHandleEntity *)0x0) {
cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
if (cVar1 == '\0') {
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x18))(param_1);
if (piVar3 != (int *)0x0) {
cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3);
piVar4 = (int *)0x0;
if (cVar1 != '\0') {
piVar4 = piVar3;
}
CVar2 = (CTraceFilterPlayerMovement)(**(code **)(*piVar4 + 0x558))(piVar4);
this[0x14] = CVar2;
return;
}
}
}
}
this[0x14] = (CTraceFilterPlayerMovement)0x0;
return;
}
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.