L L4D2node

CTraceFilterEntity::ShouldHitEntity

0x005832f0 · 168 bytes · __thiscall

_ZN18CTraceFilterEntity15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

/* CTraceFilterEntity::ShouldHitEntity(IHandleEntity*, int) */

undefined4 __thiscall
CTraceFilterEntity::ShouldHitEntity(CTraceFilterEntity *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  if (((((cVar1 == '\0') && (param_1 != (IHandleEntity *)0x0)) &&
       (cVar1 = UTIL_EntityHasMatchingRootParent
                          (*(CBaseEntity **)(this + 0x10),(CBaseEntity *)param_1), cVar1 == '\0'))
      && ((this[0x18] == (CTraceFilterEntity)0x0 ||
          (cVar1 = (**(code **)(*g_EntityCollisionHash + 0x10))
                             (g_EntityCollisionHash,*(undefined4 *)(this + 0x14),param_1),
          cVar1 == '\0')))) &&
     (((param_2 & 0x200U) == 0 ||
      ((cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0' ||
       (cVar1 = (**(code **)(*(int *)param_1 + 0x558))(param_1), cVar1 == '\0')))))) {
    uVar2 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
    return uVar2;
  }
  return 0;
}

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)