L L4D2node

VisionTraceFilterFunction

0x007527c0 · 88 bytes · __cdecl

_Z25VisionTraceFilterFunctionP13IHandleEntityi

Decompiled

undefined (2 params)

/* VisionTraceFilterFunction(IHandleEntity*, int) */

undefined4 VisionTraceFilterFunction(IHandleEntity *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  CBaseEntity *this;
  
  cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  this = (CBaseEntity *)0x0;
  if (cVar1 == '\0') {
    this = (CBaseEntity *)param_1;
  }
  iVar2 = (**(code **)(*(int *)this + 0x148))(this);
  if (iVar2 == 0) {
    cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
    if (cVar1 == '\0') {
      uVar3 = CBaseEntity::BlocksLOS(this);
      return uVar3;
    }
  }
  return 0;
}

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)