L L4D2node

CTraceFilterSkipClassname::CTraceFilterSkipClassname

0x00580260 · 39 bytes · __thiscall

_ZN25CTraceFilterSkipClassnameC1EPK13IHandleEntityPKci

Decompiled

undefined (4 params)

/* CTraceFilterSkipClassname::CTraceFilterSkipClassname(IHandleEntity const*, char const*, int) */

void __thiscall
CTraceFilterSkipClassname::CTraceFilterSkipClassname
          (CTraceFilterSkipClassname *this,IHandleEntity *param_1,char *param_2,int param_3)

{
  *(undefined4 *)(this + 0xc) = 0;
  *(IHandleEntity **)(this + 4) = param_1;
  *(undefined ***)this = &PTR_ShouldHitEntity_00c545c8;
  *(int *)(this + 8) = param_3;
  *(char **)(this + 0x10) = param_2;
  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)