L L4D2node

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 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)