CFilterContext::PassesFilterImpl
0x0069c840 · 97 bytes · __thiscall
_ZN14CFilterContext16PassesFilterImplEP11CBaseEntityS1_
Decompiled
undefined (3 params)
/* CFilterContext::PassesFilterImpl(CBaseEntity*, CBaseEntity*) */
bool __thiscall
CFilterContext::PassesFilterImpl(CFilterContext *this,CBaseEntity *param_1,CBaseEntity *param_2)
{
int iVar1;
char *pcVar2;
long lVar3;
bool bVar4;
pcVar2 = "";
if (*(char **)(this + 0x474) != (char *)0x0) {
pcVar2 = *(char **)(this + 0x474);
}
iVar1 = CBaseEntity::FindContextByName(param_2,pcVar2);
bVar4 = false;
if (iVar1 != -1) {
pcVar2 = (char *)CBaseEntity::GetContextValue(param_2,iVar1);
lVar3 = strtol(pcVar2,(char **)0x0,10);
bVar4 = 0 < lVar3;
}
return bVar4;
}
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.