L L4D2node

CFilterName::PassesFilterImpl

0x0069ca00 · 130 bytes · __thiscall

_ZN11CFilterName16PassesFilterImplEP11CBaseEntityS1_

Decompiled

undefined (3 params)

/* CFilterName::PassesFilterImpl(CBaseEntity*, CBaseEntity*) */

undefined4 __thiscall
CFilterName::PassesFilterImpl(CFilterName *this,CBaseEntity *param_1,CBaseEntity *param_2)

{
  int iVar1;
  undefined4 uVar2;
  char *pcVar3;
  
  pcVar3 = *(char **)(this + 0x474);
  if (pcVar3 == (char *)0x0) {
    pcVar3 = "";
  }
  else if (pcVar3 == "!player") goto LAB_0069ca60;
  iVar1 = _V_stricmp(pcVar3,"!player");
  if (iVar1 != 0) {
    pcVar3 = "";
    if (*(char **)(this + 0x474) != (char *)0x0) {
      pcVar3 = *(char **)(this + 0x474);
    }
    if (pcVar3 != *(char **)(param_2 + 0x154)) {
      uVar2 = CBaseEntity::NameMatchesComplex(param_2,pcVar3);
      return uVar2;
    }
    return 1;
  }
LAB_0069ca60:
                    /* WARNING: Could not recover jumptable at 0x0069ca71. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  uVar2 = (**(code **)(*(int *)param_2 + 0x16c))();
  return uVar2;
}

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)