CFilterEnemy::PassesNameFilter
0x0069c030 · 161 bytes · __thiscall
_ZN12CFilterEnemy16PassesNameFilterEP11CBaseEntity
Decompiled
undefined (2 params)
/* CFilterEnemy::PassesNameFilter(CBaseEntity*) */
CFilterEnemy __thiscall CFilterEnemy::PassesNameFilter(CFilterEnemy *this,CBaseEntity *param_1)
{
char cVar1;
int iVar2;
int iVar3;
int local_10;
iVar2 = *(int *)(this + 0x474);
if (iVar2 == 0) {
return (CFilterEnemy)0x1;
}
iVar3 = *(int *)(this + 0x484);
if (*(int *)(this + 0x484) == 0) {
FindPooledString((char *)&local_10);
iVar2 = *(int *)(this + 0x474);
*(int *)(this + 0x484) = local_10;
iVar3 = local_10;
}
if (iVar3 == iVar2) {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 != '\0') goto LAB_0069c0d0;
iVar2 = *(int *)(this + 0x474);
}
if ((*(int *)(param_1 + 0x154) != iVar2) && (*(int *)(param_1 + 0x7c) != iVar2)) {
return this[0x440];
}
LAB_0069c0d0:
return (CFilterEnemy)((byte)this[0x440] ^ 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.