L L4D2node

CTraceFilterSimpleListNoGhosts_ShouldHitEntity

0x0083ed80 · 91 bytes · __cdecl

_Z46CTraceFilterSimpleListNoGhosts_ShouldHitEntityP13IHandleEntityi

Decompiled

undefined (2 params)

/* CTraceFilterSimpleListNoGhosts_ShouldHitEntity(IHandleEntity*, int) */

undefined4 CTraceFilterSimpleListNoGhosts_ShouldHitEntity(IHandleEntity *param_1,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  
  uVar2 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  if (((char)uVar2 == '\0') && (param_1 != (IHandleEntity *)0x0)) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)param_1 + 0x558))(param_1);
      if (cVar1 != '\0') {
        return uVar2;
      }
    }
  }
  return 1;
}

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)