CTriggerBrush::PassesInputFilter
0x006f5eb0 · 141 bytes · __thiscall
_ZN13CTriggerBrush17PassesInputFilterEP11CBaseEntityi
Decompiled
undefined (3 params)
/* CTriggerBrush::PassesInputFilter(CBaseEntity*, int) */
undefined4 __thiscall
CTriggerBrush::PassesInputFilter(CTriggerBrush *this,CBaseEntity *param_1,int param_2)
{
char cVar1;
int iVar2;
char *pcVar3;
if (param_2 == 0) {
return 1;
}
if (((param_2 & 1U) != 0) &&
(cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0')) {
return 0;
}
if ((((param_2 & 2U) == 0) || (*(int *)(param_1 + 0x30) == 0)) ||
(((byte)param_1[0x151] & 0x20) == 0)) {
if ((param_2 & 4U) == 0) {
return 1;
}
pcVar3 = *(char **)(param_1 + 0x7c);
if (pcVar3 == (char *)0x0) {
pcVar3 = "";
}
else if (pcVar3 == "func_pushable") {
return 0;
}
iVar2 = _V_stricmp(pcVar3,"func_pushable");
if (iVar2 != 0) {
return 1;
}
}
return 0;
}
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.