L L4D2node

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 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)