L L4D2node

CColorCorrectionVolume::PassesTriggerFilters

0x00646de0 · 19 bytes · __thiscall

_ZN22CColorCorrectionVolume20PassesTriggerFiltersEP11CBaseEntity

Decompiled

undefined (2 params)

/* CColorCorrectionVolume::PassesTriggerFilters(CBaseEntity*) */

bool __thiscall
CColorCorrectionVolume::PassesTriggerFilters(CColorCorrectionVolume *this,CBaseEntity *param_1)

{
  CBaseEntity *pCVar1;
  
  pCVar1 = (CBaseEntity *)UTIL_GetLocalPlayer();
  return pCVar1 == param_1;
}

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)