L L4D2node

CTraceFilterPushFinal::ShouldHitEntity

0x00793210 · 80 bytes · __thiscall

_ZN21CTraceFilterPushFinal15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

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

{
  int *piVar1;
  char cVar2;
  undefined4 uVar3;
  
  if ((param_1[0x186] == (IHandleEntity)0x6) &&
     (piVar1 = *(int **)(param_1 + 0x238), piVar1 != (int *)0x0)) {
    cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1);
    if (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)