L L4D2node

CTerrorMeleeWeapon::WasEntityHitThisSwing

0x00569180 · 67 bytes · __thiscall

_ZN18CTerrorMeleeWeapon21WasEntityHitThisSwingEP13IHandleEntity

Decompiled

undefined (2 params)

/* CTerrorMeleeWeapon::WasEntityHitThisSwing(IHandleEntity*) */

undefined4 __thiscall
CTerrorMeleeWeapon::WasEntityHitThisSwing(CTerrorMeleeWeapon *this,IHandleEntity *param_1)

{
  int iVar1;
  
  if (0 < *(int *)(this + 0x17f4)) {
    if ((IHandleEntity *)**(int **)(this + 0x17e8) == param_1) {
      return 1;
    }
    iVar1 = 0;
    while (iVar1 = iVar1 + 1, iVar1 != *(int *)(this + 0x17f4)) {
      if ((IHandleEntity *)(*(int **)(this + 0x17e8))[iVar1] == param_1) {
        return CONCAT31((int3)((uint)iVar1 >> 8),iVar1 != -1);
      }
    }
  }
  return 0;
}

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)