L L4D2node

StandardFilterRules

0x0057fc30 · 217 bytes · __cdecl

_Z19StandardFilterRulesP13IHandleEntityi

Decompiled

undefined (2 params)

/* StandardFilterRules(IHandleEntity*, int) */

bool StandardFilterRules(IHandleEntity *param_1,int param_2)

{
  char cVar1;
  char cVar2;
  int iVar3;
  undefined4 uVar4;
  int iVar5;
  
  cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  if ((cVar1 == '\0') && (param_1 != (IHandleEntity *)0x0)) {
    iVar3 = (**(code **)(*(int *)(param_1 + 0x194) + 0x2c))(param_1 + 0x194);
    uVar4 = CBaseEntity::GetModel((CBaseEntity *)param_1);
    iVar5 = (**(code **)(*modelinfo + 0x2c))(modelinfo,uVar4);
    if (((iVar5 != 1) || ((iVar3 != 6 && (iVar3 != 1)))) && ((param_2 & 0x2000000U) == 0)) {
      return false;
    }
    if ((param_2 & 2U) == 0) {
      cVar1 = (**(code **)(*modelinfo + 0x38))(modelinfo,uVar4);
      cVar2 = (**(code **)(*modelinfo + 0x3c))(modelinfo,uVar4);
      if ((cVar2 != '\x01') && (cVar1 != '\0')) {
        return false;
      }
    }
    if ((param_2 & 0x4000U) == 0) {
      return param_1[0x186] != (IHandleEntity)0x7;
    }
  }
  return true;
}

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)