CTraceFilterSimpleList::ShouldHitEntity
0x00580130 · 75 bytes · __thiscall
_ZN22CTraceFilterSimpleList15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (3 params)
/* CTraceFilterSimpleList::ShouldHitEntity(IHandleEntity*, int) */
undefined4 __thiscall
CTraceFilterSimpleList::ShouldHitEntity
(CTraceFilterSimpleList *this,IHandleEntity *param_1,int param_2)
{
int iVar1;
undefined4 uVar2;
if (0 < *(int *)(this + 0x1c)) {
if ((IHandleEntity *)**(int **)(this + 0x10) != param_1) {
iVar1 = 0;
do {
iVar1 = iVar1 + 1;
if (iVar1 == *(int *)(this + 0x1c)) goto LAB_00580164;
} while ((IHandleEntity *)(*(int **)(this + 0x10))[iVar1] != param_1);
if (iVar1 == -1) goto LAB_00580164;
}
return 0;
}
LAB_00580164:
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.