L L4D2node

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 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)