L L4D2node

CTraceFilterSimple::ShouldHitEntity

0x0057fd20 · 188 bytes · __thiscall

_ZN18CTraceFilterSimple15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

/* CTraceFilterSimple::ShouldHitEntity(IHandleEntity*, int) */

undefined4 __thiscall
CTraceFilterSimple::ShouldHitEntity(CTraceFilterSimple *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = StandardFilterRules(param_1,param_2);
  if ((((cVar1 == '\0') ||
       ((((*(IHandleEntity **)(this + 4) != (IHandleEntity *)0x0 &&
          (cVar1 = PassServerEntityFilter(param_1,*(IHandleEntity **)(this + 4)), cVar1 == '\0')) ||
         (cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1), cVar1 != '\0')) ||
        ((param_1 == (IHandleEntity *)0x0 ||
         (cVar1 = (**(code **)(*(int *)param_1 + 0x4c))(param_1,*(undefined4 *)(this + 8),param_2),
         cVar1 == '\0')))))) ||
      (uVar2 = (**(code **)(*g_pGameRules + 0x74))
                         (g_pGameRules,*(undefined4 *)(this + 8),*(undefined4 *)(param_1 + 0x234)),
      (char)uVar2 == '\0')) ||
     ((*(code **)(this + 0xc) != (code *)0x0 &&
      (cVar1 = (**(code **)(this + 0xc))(param_1,param_2), cVar1 == '\0')))) {
    uVar2 = 0;
  }
  return uVar2;
}

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)