FilterHealth::PassesFilterImpl
0x0069c8b0 · 96 bytes · __thiscall
_ZN12FilterHealth16PassesFilterImplEP11CBaseEntityS1_
Decompiled
undefined (3 params)
/* FilterHealth::PassesFilterImpl(CBaseEntity*, CBaseEntity*) */
undefined4 __thiscall
FilterHealth::PassesFilterImpl(FilterHealth *this,CBaseEntity *param_1,CBaseEntity *param_2)
{
FilterHealth FVar1;
FilterHealth FVar2;
undefined4 uVar3;
if ((((param_2 == (CBaseEntity *)0x0) ||
(uVar3 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), (char)uVar3 == '\0')) ||
(FVar1 = this[0x474],
FVar2 = (FilterHealth)CTerrorPlayer::IsAdrenalineActive((CTerrorPlayer *)param_2),
FVar1 != FVar2)) ||
((*(int *)(param_2 + 0x100) < *(int *)(this + 0x478) ||
(*(int *)(this + 0x47c) < *(int *)(param_2 + 0x100))))) {
uVar3 = 0;
}
return uVar3;
}
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.