CFuncVPhysicsClip::EntityPassesFilter
0x00632ac0 · 131 bytes · __thiscall
_ZN17CFuncVPhysicsClip18EntityPassesFilterEP11CBaseEntity
Decompiled
undefined (2 params)
/* CFuncVPhysicsClip::EntityPassesFilter(CBaseEntity*) */
undefined4 __thiscall
CFuncVPhysicsClip::EntityPassesFilter(CFuncVPhysicsClip *this,CBaseEntity *param_1)
{
uint uVar1;
int *piVar2;
undefined4 uVar3;
undefined *puVar4;
uVar1 = *(uint *)(this + 0x444);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(*(CBaseFilter **)(puVar4 + 4) != (CBaseFilter *)0x0)) {
uVar3 = CBaseFilter::PassesFilter(*(CBaseFilter **)(puVar4 + 4),(CBaseEntity *)this,param_1);
return uVar3;
}
piVar2 = *(int **)(param_1 + 0x238);
if (((piVar2 == (int *)0x0) || (param_1[0x186] != (CBaseEntity)0x6)) ||
(uVar3 = (**(code **)(*piVar2 + 0x2c))(piVar2), (char)uVar3 == '\0')) {
uVar3 = 0;
}
return uVar3;
}
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.