L L4D2node

CFilterModel::PassesFilterImpl

0x0069c7e0 · 84 bytes · __thiscall

_ZN12CFilterModel16PassesFilterImplEP11CBaseEntityS1_

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  char *pcVar2;
  bool bVar3;
  char *local_10 [3];
  
  (**(code **)(*(int *)param_2 + 0x20))(local_10,param_2);
  if (local_10[0] == (char *)0x0) {
    local_10[0] = "";
  }
  pcVar2 = *(char **)(this + 0x474);
  if (pcVar2 == (char *)0x0) {
    pcVar2 = "";
  }
  bVar3 = true;
  if (local_10[0] != pcVar2) {
    iVar1 = _V_stricmp(pcVar2,local_10[0]);
    bVar3 = iVar1 == 0;
  }
  return bVar3;
}

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)