L L4D2node

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 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)