CTraceFilterAgainstEntityList::ShouldHitEntity
0x00792cd0 · 128 bytes · __cdecl
_ZN29CTraceFilterAgainstEntityList15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (2 params)
/* CTraceFilterAgainstEntityList::ShouldHitEntity(IHandleEntity*, int) */
uint CTraceFilterAgainstEntityList::ShouldHitEntity(IHandleEntity *param_1,int param_2)
{
int *piVar1;
char cVar2;
int iVar3;
uint uVar4;
iVar3 = *(int *)(param_1 + 0x14) + -1;
if (-1 < iVar3) {
piVar1 = *(int **)(*(int *)(param_1 + 8) + iVar3 * 4);
while( true ) {
if (piVar1 == (int *)param_2) {
if (((param_1[4] != (IHandleEntity)0x0) &&
(cVar2 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,piVar1), cVar2 == '\0')) &&
(piVar1 != (int *)0x0)) {
uVar4 = (**(code **)(*piVar1 + 0x2c8))(piVar1);
return (uVar4 >> 9 ^ 1) & 1;
}
return 1;
}
iVar3 = iVar3 + -1;
if (iVar3 == -1) break;
piVar1 = *(int **)(*(int *)(param_1 + 8) + iVar3 * 4);
}
}
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.