L L4D2node

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 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)