L L4D2node

CBaseFilter::PassesDamageFilter

0x0069b020 · 49 bytes · __thiscall

_ZN11CBaseFilter18PassesDamageFilterERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CBaseFilter::PassesDamageFilter(CTakeDamageInfo const&) */

uint __thiscall CBaseFilter::PassesDamageFilter(CBaseFilter *this,CTakeDamageInfo *param_1)

{
  uint uVar1;
  
  uVar1 = (**(code **)(*(int *)this + 0x328))(this,param_1);
  if (this[0x440] != (CBaseFilter)0x0) {
    uVar1 = uVar1 ^ 1;
  }
  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)