L L4D2node

FilterMeleeDamage::PassesDamageFilterImpl

0x0069c450 · 44 bytes · __thiscall

_ZN17FilterMeleeDamage22PassesDamageFilterImplERK15CTakeDamageInfo

Decompiled

undefined (2 params)

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

bool __thiscall
FilterMeleeDamage::PassesDamageFilterImpl(FilterMeleeDamage *this,CTakeDamageInfo *param_1)

{
  bool bVar1;
  
  bVar1 = false;
  if ((*(uint *)(param_1 + 0x48) & 0x4200000) != 0) {
    bVar1 = true;
    if (0 < (int)*(uint *)(this + 0x474)) {
      bVar1 = (*(uint *)(param_1 + 0x48) & *(uint *)(this + 0x474)) != 0;
    }
  }
  return bVar1;
}

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)