L L4D2node

CTraceFilterPushMove::ShouldHitEntity

0x007931a0 · 101 bytes · __thiscall

_ZN20CTraceFilterPushMove15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

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

{
  int *piVar1;
  char cVar2;
  undefined4 uVar3;
  
  cVar2 = UTIL_EntityHasMatchingRootParent(*(CBaseEntity **)(this + 0x10),(CBaseEntity *)param_1);
  if (cVar2 != '\0') {
    return 0;
  }
  if (((param_1[0x186] == (IHandleEntity)0x6) &&
      (piVar1 = *(int **)(param_1 + 0x238), piVar1 != (int *)0x0)) &&
     (cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1), cVar2 != '\0')) {
    return 0;
  }
  uVar3 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  return uVar3;
}

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)