L L4D2node

WitchVision::IsIgnored

0x0053e590 · 182 bytes · __thiscall

_ZNK11WitchVision9IsIgnoredEP11CBaseEntity

Decompiled

undefined (2 params)

/* WitchVision::IsIgnored(CBaseEntity*) const */

undefined4 __thiscall WitchVision::IsIgnored(WitchVision *this,CBaseEntity *param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  undefined4 uVar4;
  CBaseEntity *this_00;
  
  cVar1 = IsInCommentaryMode();
  if (((cVar1 != '\0') &&
      (uVar4 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), (char)uVar4 != '\0')) &&
     (cVar1 = (**(code **)(*(int *)param_1 + 0x778))(param_1), cVar1 == '\0')) {
    return uVar4;
  }
  piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  iVar3 = (**(code **)(*piVar2 + 0xb4))(piVar2);
  if ((*(byte *)(iVar3 + 0x153) & 8) == 0) {
    this_00 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
    if (this_00 != (CBaseEntity *)0x0) {
      iVar3 = CBaseEntity::GetTeamNumber(this_00);
      cVar1 = IsASurvivorTeam(iVar3);
      if (cVar1 != '\0') goto LAB_0053e5cb;
    }
    uVar4 = 1;
  }
  else {
    if (param_1 != (CBaseEntity *)0x0) {
LAB_0053e5cb:
      cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
      if (cVar1 != '\0') {
                    /* WARNING: Could not recover jumptable at 0x0053e5ec. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        uVar4 = (**(code **)(*(int *)param_1 + 0x7e8))();
        return uVar4;
      }
    }
    uVar4 = 0;
  }
  return uVar4;
}

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)