L L4D2node

CTraceFilterSimpleListNoGhosts::ShouldHitEntity

0x00520f80 · 113 bytes · __thiscall

_ZN30CTraceFilterSimpleListNoGhosts15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  uint uVar2;
  
  uVar2 = CTraceFilterSimpleList::ShouldHitEntity((CTraceFilterSimpleList *)this,param_1,param_2);
  if ((char)uVar2 != '\0') {
    cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
    if ((cVar1 == '\0') && (param_1 != (IHandleEntity *)0x0)) {
      cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
      if (cVar1 != '\0') {
        uVar2 = (**(code **)(*(int *)param_1 + 0x558))(param_1);
        return uVar2 ^ 1;
      }
    }
  }
  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)