L L4D2node

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 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)