L L4D2node

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 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)