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 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.