L L4D2node

CTraceFilterPlayerMovement::ShouldHitEntity

0x00502070 · 310 bytes · __thiscall

_ZN26CTraceFilterPlayerMovement15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  uint uVar2;
  int *piVar3;
  CTraceFilterPlayerMovement CVar4;
  
  CVar4 = (CTraceFilterPlayerMovement)0x0;
  cVar1 = CTraceFilterSkipTwoEntities::ShouldHitEntity
                    ((CTraceFilterSkipTwoEntities *)this,param_1,param_2);
  if ((((cVar1 == '\0') || (CVar4 = this[0x14], CVar4 == (CTraceFilterPlayerMovement)0x0)) ||
      (cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1), cVar1 != '\0')) ||
     (param_1 == (IHandleEntity *)0x0)) {
    return CVar4;
  }
  uVar2 = (**(code **)(*(int *)param_1 + 0x2c8))(param_1);
  if ((uVar2 & 0x200) == 0) {
    if (param_1[0x105] != (IHandleEntity)0x2) {
      return CVar4;
    }
    if (30.0 < (float)*(int *)(param_1 + 0x100)) {
      return CVar4;
    }
    if ((*(char **)(param_1 + 0x7c) != "func_breakable_surf") &&
       (cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)param_1,"func_breakable_surf"),
       cVar1 == '\0')) {
      piVar3 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBreakableProp::typeinfo,0);
      if ((piVar3 != (int *)0x0) &&
         (cVar1 = (**(code **)(*piVar3 + 0x440))(piVar3,0x11), cVar1 == '\0')) {
        return (CTraceFilterPlayerMovement)0x0;
      }
      piVar3 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBreakable::typeinfo,0);
      if (piVar3 == (int *)0x0) {
        return CVar4;
      }
      cVar1 = (**(code **)(*piVar3 + 0x3ac))(piVar3,0x11);
      if (cVar1 != '\0') {
        return CVar4;
      }
      return (CTraceFilterPlayerMovement)0x0;
    }
  }
  return (CTraceFilterPlayerMovement)0x0;
}

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)