PassServerEntityFilter
0x0057fb20 · 238 bytes · __cdecl
_Z22PassServerEntityFilterPK13IHandleEntityS1_
Decompiled
undefined (2 params)
/* PassServerEntityFilter(IHandleEntity const*, IHandleEntity const*) */
undefined4 PassServerEntityFilter(IHandleEntity *param_1,IHandleEntity *param_2)
{
uint uVar1;
char cVar2;
int iVar3;
undefined *puVar4;
int iVar5;
if (param_2 == (IHandleEntity *)0x0) {
return 1;
}
if (param_1 != param_2) {
iVar5 = 0;
cVar2 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
if (cVar2 == '\0') {
iVar5 = (**(code **)(*(int *)param_1 + 0x18))(param_1);
}
cVar2 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_2);
if (cVar2 != '\0') {
return 1;
}
iVar3 = (**(code **)(*(int *)param_2 + 0x18))(param_2);
if (iVar3 == 0) {
return 1;
}
if (iVar5 == 0) {
return 1;
}
uVar1 = *(uint *)(iVar5 + 0x220);
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) != iVar3)) {
uVar1 = *(uint *)(iVar3 + 0x220);
if (((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar4 + 8) != uVar1 >> 0xc || (*(int *)(puVar4 + 4) != iVar5)))) {
return 1;
}
}
}
return 0;
}
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.