L L4D2node

CTraceFilterOnlyNPCsAndPlayer::ShouldHitEntity

0x0057fde0 · 149 bytes · __thiscall

_ZN29CTraceFilterOnlyNPCsAndPlayer15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  
  uVar2 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  if ((char)uVar2 != '\0') {
    cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
    if ((cVar1 != '\0') || (param_1 == (IHandleEntity *)0x0)) {
      return 0;
    }
    iVar3 = (**(code **)(*(int *)param_1 + 0x100))(param_1);
    if (iVar3 != 2) {
      iVar3 = (**(code **)(*(int *)param_1 + 0x144))(param_1);
      if (iVar3 == 0) {
        cVar1 = (**(code **)(*(int *)param_1 + 0x140))(param_1);
        if (cVar1 == '\0') {
                    /* WARNING: Could not recover jumptable at 0x0057fe68. Too many branches */
                    /* WARNING: Treating indirect jump as call */
          uVar2 = (**(code **)(*(int *)param_1 + 0x16c))();
          return uVar2;
        }
      }
    }
  }
  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)