L L4D2node

CFilterMultiple::PassesDamageFilterImpl

0x0069b1f0 · 226 bytes · __thiscall

_ZN15CFilterMultiple22PassesDamageFilterImplERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CFilterMultiple::PassesDamageFilterImpl(CTakeDamageInfo const&) */

undefined4 __thiscall
CFilterMultiple::PassesDamageFilterImpl(CFilterMultiple *this,CTakeDamageInfo *param_1)

{
  uint uVar1;
  int *piVar2;
  char cVar3;
  undefined *puVar4;
  int iVar5;
  
  iVar5 = 0;
  if (*(int *)(this + 0x474) == 0) {
    while (((uVar1 = *(uint *)(this + iVar5 * 4 + 0x4a0), uVar1 == 0xffffffff ||
            (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
           ((*(uint *)(puVar4 + 8) != uVar1 >> 0xc ||
            ((piVar2 = *(int **)(puVar4 + 4), piVar2 == (int *)0x0 ||
             (cVar3 = (**(code **)(*piVar2 + 0x118))(piVar2,param_1), cVar3 != '\0'))))))) {
      iVar5 = iVar5 + 1;
      if (iVar5 == 10) {
        return 1;
      }
    }
  }
  else {
    do {
      uVar1 = *(uint *)(this + iVar5 * 4 + 0x4a0);
      if ((((uVar1 != 0xffffffff) &&
           (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
         ((piVar2 = *(int **)(puVar4 + 4), piVar2 != (int *)0x0 &&
          (cVar3 = (**(code **)(*piVar2 + 0x118))(piVar2,param_1), cVar3 != '\0')))) {
        return 1;
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 != 10);
  }
  return 0;
}

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)