FilterInfectedClass::PassesFilterImpl
0x0069c760 · 109 bytes · __thiscall
_ZN19FilterInfectedClass16PassesFilterImplEP11CBaseEntityS1_
Decompiled
undefined (3 params)
/* FilterInfectedClass::PassesFilterImpl(CBaseEntity*, CBaseEntity*) */
bool __thiscall
FilterInfectedClass::PassesFilterImpl
(FilterInfectedClass *this,CBaseEntity *param_1,CBaseEntity *param_2)
{
int iVar1;
char cVar2;
int iVar3;
if ((((param_2 != (CBaseEntity *)0x0) &&
(cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar2 != '\0')) &&
(cVar2 = (**(code **)(*(int *)param_2 + 300))(param_2), cVar2 != '\0')) &&
(cVar2 = (**(code **)(*(int *)param_2 + 0x558))(param_2), cVar2 == '\0')) {
iVar1 = *(int *)(this + 0x474);
iVar3 = CBaseEntity::GetTeamNumber(param_2);
if (iVar3 == 3) {
iVar3 = (**(code **)(*(int *)param_2 + 0x544))(param_2);
return iVar1 == iVar3;
}
}
return false;
}
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.