L L4D2node

CFilterMassGreater::PassesFilterImpl

0x0069c3c0 · 52 bytes · __thiscall

_ZN18CFilterMassGreater16PassesFilterImplEP11CBaseEntityS1_

Decompiled

undefined (3 params)

/* CFilterMassGreater::PassesFilterImpl(CBaseEntity*, CBaseEntity*) */

bool __thiscall
CFilterMassGreater::PassesFilterImpl
          (CFilterMassGreater *this,CBaseEntity *param_1,CBaseEntity *param_2)

{
  int *piVar1;
  bool bVar2;
  longdouble lVar3;
  
  piVar1 = *(int **)(param_2 + 0x238);
  bVar2 = false;
  if (piVar1 != (int *)0x0) {
    lVar3 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1);
    bVar2 = *(float *)(this + 0x474) <= (float)lVar3 && (float)lVar3 != *(float *)(this + 0x474);
  }
  return bVar2;
}

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)