L L4D2node

CTraceFilterSimpleClassnameList::ShouldHitEntity

0x005800a0 · 141 bytes · __thiscall

_ZN31CTraceFilterSimpleClassnameList15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  char *pcVar2;
  undefined4 uVar3;
  int iVar4;
  
  cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  if ((cVar1 == '\0') && (param_1 != (IHandleEntity *)0x0)) {
    if (*(int *)(this + 0x1c) < 1) {
LAB_00580118:
      uVar3 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
      return uVar3;
    }
    pcVar2 = (char *)**(int **)(this + 0x10);
    if (pcVar2 != *(char **)(param_1 + 0x7c)) {
      iVar4 = 0;
      do {
        cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)param_1,pcVar2);
        if (cVar1 != '\0') {
          return 0;
        }
        iVar4 = iVar4 + 1;
        if (*(int *)(this + 0x1c) <= iVar4) goto LAB_00580118;
        pcVar2 = *(char **)(*(int *)(this + 0x10) + iVar4 * 4);
      } while (pcVar2 != *(char **)(param_1 + 0x7c));
    }
  }
  return 0;
}

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)