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 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.