CTraceFilterChain::ShouldHitEntity
0x0057f4f0 · 87 bytes · __thiscall
_ZN17CTraceFilterChain15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (3 params)
/* CTraceFilterChain::ShouldHitEntity(IHandleEntity*, int) */
uint __thiscall
CTraceFilterChain::ShouldHitEntity(CTraceFilterChain *this,IHandleEntity *param_1,int param_2)
{
undefined4 *puVar1;
uint uVar2;
uint uVar3;
uVar3 = 1;
puVar1 = *(undefined4 **)(this + 4);
if (puVar1 != (undefined4 *)0x0) {
uVar3 = (**(code **)*puVar1)(puVar1,param_1,param_2);
}
puVar1 = *(undefined4 **)(this + 8);
uVar2 = 1;
if (puVar1 != (undefined4 *)0x0) {
uVar2 = (**(code **)*puVar1)(puVar1,param_1,param_2);
}
return uVar2 & uVar3;
}
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.