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 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.