L L4D2node

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 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)