L L4D2node

CCSPlayer::PassesObserverFilter

0x006609d0 · 62 bytes · __thiscall

_ZN9CCSPlayer20PassesObserverFilterEPK11CBaseEntity

Decompiled

undefined (2 params)

/* CCSPlayer::PassesObserverFilter(CBaseEntity const*) */

undefined4 __thiscall CCSPlayer::PassesObserverFilter(CCSPlayer *this,CBaseEntity *param_1)

{
  undefined4 uVar1;
  
  uVar1 = (**(code **)(*(int *)this + 0x170))(this);
  if ((char)uVar1 == '\0') {
    uVar1 = 1;
  }
  else if (param_1 != (CBaseEntity *)0x0) {
    uVar1 = CBasePlayer::PassesObserverFilter((CBasePlayer *)this,param_1);
    return uVar1;
  }
  return uVar1;
}

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)