CFilterEnemy::PassesFilterImpl
0x0069c250 · 128 bytes · __thiscall
_ZN12CFilterEnemy16PassesFilterImplEP11CBaseEntityS1_
Decompiled
undefined (3 params)
/* CFilterEnemy::PassesFilterImpl(CBaseEntity*, CBaseEntity*) */
undefined4 __thiscall
CFilterEnemy::PassesFilterImpl(CFilterEnemy *this,CBaseEntity *param_1,CBaseEntity *param_2)
{
char cVar1;
undefined4 uVar2;
CBaseEntity *pCVar3;
if ((param_1 == (CBaseEntity *)0x0) || (param_2 == (CBaseEntity *)0x0)) {
return 0;
}
if (((byte)this[0x148] & 1) == 0) {
cVar1 = PassesNameFilter(this,param_2);
}
else {
pCVar3 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x1a4))(param_1);
if (param_2 == pCVar3) {
return 1;
}
cVar1 = PassesNameFilter(this,param_2);
}
if (cVar1 == '\0') {
return 1;
}
uVar2 = PassesProximityFilter(this,param_1,param_2);
return uVar2;
}
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.