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 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.