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 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.