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 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.