L L4D2node

CEnvBeam::PassesTouchFilters

0x00682fe0 · 185 bytes · __thiscall

_ZN8CEnvBeam18PassesTouchFiltersEP11CBaseEntity

Decompiled

undefined (2 params)

/* CEnvBeam::PassesTouchFilters(CBaseEntity*) */

undefined4 __thiscall CEnvBeam::PassesTouchFilters(CEnvBeam *this,CBaseEntity *param_1)

{
  uint uVar1;
  char cVar2;
  undefined4 uVar3;
  undefined *puVar4;
  
  if (*(int *)(this + 0x514) == 2) {
    uVar3 = 0;
LAB_00683052:
    cVar2 = (**(code **)(*(int *)param_1 + 0x140))(param_1);
    if (cVar2 != '\0') {
      uVar3 = 1;
    }
    if ((*(int *)(this + 0x514) == 4) && (*(int *)(param_1 + 0x7c) == g_iszPhysicsPropClassname))
    goto LAB_00683014;
  }
  else {
    uVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (*(int *)(this + 0x514) != 1) goto LAB_00683052;
  }
  if ((char)uVar3 == '\0') {
    return uVar3;
  }
LAB_00683014:
  uVar1 = *(uint *)(this + 0x51c);
  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;
  }
  return 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)