L L4D2node

FilterTeam::PassesFilterImpl

0x0069c730 · 37 bytes · __thiscall

_ZN10FilterTeam16PassesFilterImplEP11CBaseEntityS1_

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  bool bVar2;
  
  bVar2 = false;
  if (param_2 != (CBaseEntity *)0x0) {
    iVar1 = CBaseEntity::GetTeamNumber(param_2);
    bVar2 = iVar1 == *(int *)(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)