CWeaponLOSFilter::ShouldHitEntity
0x005ff0d0 · 137 bytes · __thiscall
_ZN16CWeaponLOSFilter15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (3 params)
/* CWeaponLOSFilter::ShouldHitEntity(IHandleEntity*, int) */
undefined4 __thiscall
CWeaponLOSFilter::ShouldHitEntity(CWeaponLOSFilter *this,IHandleEntity *param_1,int param_2)
{
char cVar1;
CBreakable *this_00;
undefined4 uVar2;
if ((*(int *)(param_1 + 0x234) == 0xb) || (*(IHandleEntity **)(this + 0x14) == param_1)) {
return 0;
}
if ((0 < *(int *)(param_1 + 0x100)) &&
(((this_00 = (CBreakable *)
__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBreakable::typeinfo,0),
this_00 != (CBreakable *)0x0 && (cVar1 = CBreakable::IsBreakable(this_00), cVar1 != '\0')) &&
(*(int *)(this_00 + 0x44c) == 0)))) {
return 0;
}
uVar2 = CTraceFilterSkipTwoEntities::ShouldHitEntity
((CTraceFilterSkipTwoEntities *)this,param_1,param_2);
return uVar2;
}
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.