L L4D2node

CTraceFilterIgnoreActors::ShouldHitEntity

0x0050f7a0 · 182 bytes · __thiscall

_ZN24CTraceFilterIgnoreActors15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  CBaseEntity *this_00;
  
  uVar2 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  if ((((((char)uVar2 != '\0') &&
        (cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1), cVar1 == '\0')) &&
       (param_1 != (IHandleEntity *)0x0)) &&
      (iVar3 = (**(code **)(*(int *)param_1 + 0x144))(param_1), iVar3 != 0)) &&
     ((iVar3 = *(int *)(this + 0x14), iVar3 == -1 ||
      (iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar3 == iVar4)))) {
    if (this[0x10] != (CTraceFilterIgnoreActors)0x0) {
      this_00 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
      iVar3 = CBaseEntity::GetTeamNumber(this_00);
      if ((iVar3 == 3) && (iVar3 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar3 == 8)) {
        return uVar2;
      }
    }
    return 0;
  }
  return uVar2;
}

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)