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 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.