L L4D2node

CTraceFilterEntityIgnoreOther::ShouldHitEntity

0x005833a0 · 181 bytes · __thiscall

_ZN29CTraceFilterEntityIgnoreOther15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  undefined4 uVar2;
  
  if (((((*(IHandleEntity **)(this + 0x1c) != param_1) &&
        (cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1), cVar1 == '\0')) &&
       (param_1 != (IHandleEntity *)0x0)) &&
      (cVar1 = UTIL_EntityHasMatchingRootParent
                         (*(CBaseEntity **)(this + 0x10),(CBaseEntity *)param_1), cVar1 == '\0')) &&
     (((this[0x18] == (CTraceFilterEntityIgnoreOther)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)