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 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.