L L4D2node

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 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)