CTraceFilterNoIncapacitated::ShouldHitEntity
0x00520e20 · 337 bytes · __thiscall
_ZN27CTraceFilterNoIncapacitated15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (3 params)
/* CTraceFilterNoIncapacitated::ShouldHitEntity(IHandleEntity*, int) */
undefined4 __thiscall
CTraceFilterNoIncapacitated::ShouldHitEntity
(CTraceFilterNoIncapacitated *this,IHandleEntity *param_1,int param_2)
{
uint uVar1;
char cVar2;
undefined4 uVar3;
undefined4 uVar4;
int iVar5;
undefined *puVar6;
CBaseEntity *this_00;
uVar3 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
if ((char)uVar3 != '\0') {
cVar2 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
this_00 = (CBaseEntity *)0x0;
if (cVar2 == '\0') {
this_00 = (CBaseEntity *)param_1;
}
uVar4 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if ((char)uVar4 != '\0') {
cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (((((cVar2 == '\0') ||
((iVar5 = CBaseEntity::GetTeamNumber(this_00), iVar5 != 4 && (iVar5 != 2)))) ||
(((uVar1 = *(uint *)(this_00 + 0x3e68), uVar1 != 0xffffffff &&
(((puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc
&& (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)))) ||
(((uVar1 = *(uint *)(this_00 + 0x3e48), uVar1 != 0xffffffff &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc))
&& ((*(uint *)(puVar6 + 8) == uVar1 >> 0xc && (*(int *)(puVar6 + 4) != 0)))))))) ||
((((uVar1 = *(uint *)(this_00 + 0x33c4), uVar1 != 0xffffffff &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
((*(int *)(puVar6 + 4) != 0 && (this_00[0x39f1] == (CBaseEntity)0x0)))))) ||
(cVar2 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00), cVar2 == '\0')) {
return uVar4;
}
uVar3 = 0;
}
}
return uVar3;
}
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.