L L4D2node

NextBotTraceFilterOnlyActors::ShouldHitEntity

0x00769ac0 · 143 bytes · __thiscall

_ZN28NextBotTraceFilterOnlyActors15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

undefined4 __thiscall
NextBotTraceFilterOnlyActors::ShouldHitEntity
          (NextBotTraceFilterOnlyActors *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  
  uVar2 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  if ((char)uVar2 != '\0') {
    cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
    if (cVar1 == '\0') {
      if (((param_1 != (IHandleEntity *)0x0) &&
          (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0')) &&
         (cVar1 = (**(code **)(*(int *)param_1 + 0x558))(param_1), cVar1 != '\0')) {
        return 0;
      }
    }
    else {
      param_1 = (IHandleEntity *)0x0;
    }
    iVar3 = (**(code **)(*(int *)param_1 + 0x148))(param_1);
    if (iVar3 == 0) {
                    /* WARNING: Could not recover jumptable at 0x00769b52. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar2 = (**(code **)(*(int *)param_1 + 0x16c))();
      return uVar2;
    }
  }
  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)