L L4D2node

NextBotTraversableTraceFilter::ShouldHitEntity

0x00757c10 · 109 bytes · __thiscall

_ZN29NextBotTraversableTraceFilter15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

uint __thiscall
NextBotTraversableTraceFilter::ShouldHitEntity
          (NextBotTraversableTraceFilter *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  uint uVar2;
  int *piVar3;
  IHandleEntity *pIVar4;
  
  uVar2 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  if ((char)uVar2 != '\0') {
    cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
    pIVar4 = (IHandleEntity *)0x0;
    if (cVar1 == '\0') {
      pIVar4 = param_1;
    }
    piVar3 = (int *)(**(code **)(**(int **)(this + 0x10) + 0xc0))(*(int **)(this + 0x10));
    uVar2 = (**(code **)(*piVar3 + 0x164))(piVar3,pIVar4,*(undefined4 *)(this + 0x14));
    uVar2 = uVar2 ^ 1;
  }
  return uVar2;
}

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)