L L4D2node

CTraceFilterSimpleClassnameList::CTraceFilterSimpleClassnameList

0x005802c0 · 68 bytes · __thiscall

_ZN31CTraceFilterSimpleClassnameListC1EPK13IHandleEntityi

Decompiled

undefined (3 params)

/* CTraceFilterSimpleClassnameList::CTraceFilterSimpleClassnameList(IHandleEntity const*, int) */

void __thiscall
CTraceFilterSimpleClassnameList::CTraceFilterSimpleClassnameList
          (CTraceFilterSimpleClassnameList *this,IHandleEntity *param_1,int param_2)

{
  *(undefined4 *)(this + 0xc) = 0;
  *(IHandleEntity **)(this + 4) = param_1;
  *(undefined ***)this = &PTR_ShouldHitEntity_00c545f8;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(int *)(this + 8) = param_2;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  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)