L L4D2node

CBasePlayer::PassesObserverFilter

0x007a66a0 · 36 bytes · __thiscall

_ZN11CBasePlayer20PassesObserverFilterEPK11CBaseEntity

Decompiled

undefined (2 params)

/* CBasePlayer::PassesObserverFilter(CBaseEntity const*) */

bool __thiscall CBasePlayer::PassesObserverFilter(CBasePlayer *this,CBaseEntity *param_1)

{
  if (param_1 != (CBaseEntity *)0x0) {
    (**(code **)(*(int *)this + 0x170))(this);
  }
  return param_1 != (CBaseEntity *)0x0;
}

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)