L L4D2node

CFilterClass::PassesFilterImpl

0x0069c6f0 · 49 bytes · __thiscall

_ZN12CFilterClass16PassesFilterImplEP11CBaseEntityS1_

Decompiled

undefined (3 params)

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

undefined4 __thiscall
CFilterClass::PassesFilterImpl(CFilterClass *this,CBaseEntity *param_1,CBaseEntity *param_2)

{
  char *pcVar1;
  undefined4 uVar2;
  
  pcVar1 = "";
  if (*(char **)(this + 0x474) != (char *)0x0) {
    pcVar1 = *(char **)(this + 0x474);
  }
  if (pcVar1 != *(char **)(param_2 + 0x7c)) {
    uVar2 = CBaseEntity::ClassMatchesComplex(param_2,pcVar1);
    return uVar2;
  }
  return 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)