L L4D2node

CTraceFilterOnlyPhysicsDamage::ShouldHitEntity

0x0050aa30 · 83 bytes · __thiscall

_ZN29CTraceFilterOnlyPhysicsDamage15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

undefined4 __thiscall
CTraceFilterOnlyPhysicsDamage::ShouldHitEntity
          (CTraceFilterOnlyPhysicsDamage *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  if (((cVar1 == '\0') && (param_1 != (IHandleEntity *)0x0)) &&
     (param_1[0x186] == (IHandleEntity)0x6)) {
    uVar2 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
    return uVar2;
  }
  return 0;
}

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)