L L4D2node

CTraceFilterSimple::CTraceFilterSimple

0x00580190 · 32 bytes · __thiscall

_ZN18CTraceFilterSimpleC2EPK13IHandleEntityiPFbPS0_iE

Decompiled

undefined (4 params)

/* CTraceFilterSimple::CTraceFilterSimple(IHandleEntity const*, int, bool (*)(IHandleEntity*, int))
    */

void __thiscall
CTraceFilterSimple::CTraceFilterSimple
          (CTraceFilterSimple *this,IHandleEntity *param_1,int param_2,
          _func_bool_IHandleEntity_ptr_int *param_3)

{
  *(undefined ***)this = &PTR_ShouldHitEntity_00c54528;
  *(IHandleEntity **)(this + 4) = param_1;
  *(int *)(this + 8) = param_2;
  *(_func_bool_IHandleEntity_ptr_int **)(this + 0xc) = param_3;
  return;
}

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)