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 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.