CTraceFilterLOS::ShouldHitEntity
0x0057ff10 · 85 bytes · __thiscall
_ZN15CTraceFilterLOS15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (3 params)
/* CTraceFilterLOS::ShouldHitEntity(IHandleEntity*, int) */
undefined4 __thiscall
CTraceFilterLOS::ShouldHitEntity(CTraceFilterLOS *this,IHandleEntity *param_1,int param_2)
{
char cVar1;
undefined4 uVar2;
CBaseEntity *this_00;
cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
this_00 = (CBaseEntity *)0x0;
if (cVar1 == '\0') {
this_00 = (CBaseEntity *)param_1;
}
cVar1 = CBaseEntity::BlocksLOS(this_00);
if (cVar1 == '\0') {
return 0;
}
uVar2 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
return uVar2;
}
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.