CTerrorMeleeWeapon::ShouldHitEntity
0x005691f0 · 106 bytes · __thiscall
_ZN18CTerrorMeleeWeapon15ShouldHitEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTerrorMeleeWeapon::ShouldHitEntity(CBaseEntity*) */
bool __thiscall CTerrorMeleeWeapon::ShouldHitEntity(CTerrorMeleeWeapon *this,CBaseEntity *param_1)
{
char cVar1;
int iVar2;
if (param_1 != (CBaseEntity *)0x0) {
iVar2 = CBaseEntity::GetTeamNumber(param_1);
cVar1 = IsASurvivorTeam(iVar2);
if ((cVar1 != '\0') && (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0'))
{
if (*(float *)(this + 0x1828) < 0.4) {
return false;
}
if (0.6 < *(float *)(this + 0x1828)) {
return false;
}
}
}
return *(int *)(param_1 + 0x234) != 0xb;
}
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.