L L4D2node

CTraceFilterIgnoreMoveableObjects::ShouldHitEntity

0x006bfe30 · 123 bytes · __thiscall

_ZN33CTraceFilterIgnoreMoveableObjects15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

/* CTraceFilterIgnoreMoveableObjects::ShouldHitEntity(IHandleEntity*, int) */

bool __thiscall
CTraceFilterIgnoreMoveableObjects::ShouldHitEntity
          (CTraceFilterIgnoreMoveableObjects *this,IHandleEntity *param_1,int param_2)

{
  int *piVar1;
  char cVar2;
  IHandleEntity *pIVar3;
  
  cVar2 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  if (cVar2 == '\0') {
    return false;
  }
  cVar2 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  pIVar3 = (IHandleEntity *)0x0;
  if (cVar2 == '\0') {
    pIVar3 = param_1;
  }
  piVar1 = *(int **)(pIVar3 + 0x238);
  if (piVar1 != (int *)0x0) {
    cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1);
    if (cVar2 == '\0') {
      return true;
    }
  }
  return pIVar3[0x186] == (IHandleEntity)0x7;
}

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)