L L4D2node

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 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)