CTraceFilterSkipTwoEntities::CTraceFilterSkipTwoEntities
0x005801b0 · 39 bytes · __thiscall
_ZN27CTraceFilterSkipTwoEntitiesC2EPK13IHandleEntityS2_i
Decompiled
undefined (4 params)
/* CTraceFilterSkipTwoEntities::CTraceFilterSkipTwoEntities(IHandleEntity const*, IHandleEntity
const*, int) */
void __thiscall
CTraceFilterSkipTwoEntities::CTraceFilterSkipTwoEntities
(CTraceFilterSkipTwoEntities *this,IHandleEntity *param_1,IHandleEntity *param_2,
int param_3)
{
*(undefined4 *)(this + 0xc) = 0;
*(IHandleEntity **)(this + 4) = param_1;
*(undefined ***)this = &PTR_ShouldHitEntity_00c54570;
*(int *)(this + 8) = param_3;
*(IHandleEntity **)(this + 0x10) = param_2;
return;
}
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.