L L4D2node

CTraceFilterSimpleListNoInfectedOrGhosts_ShouldHitEntity

0x0083ede0 · 80 bytes · __cdecl

_Z56CTraceFilterSimpleListNoInfectedOrGhosts_ShouldHitEntityP13IHandleEntityi

Decompiled

undefined (2 params)

/* CTraceFilterSimpleListNoInfectedOrGhosts_ShouldHitEntity(IHandleEntity*, int) */

undefined4
CTraceFilterSimpleListNoInfectedOrGhosts_ShouldHitEntity(IHandleEntity *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  
  cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  if ((cVar1 == '\0') && (param_1 != (IHandleEntity *)0x0)) {
    iVar2 = (**(code **)(*(int *)param_1 + 0x14c))(param_1);
    if (iVar2 != 0) {
      return 0;
    }
  }
  uVar3 = CTraceFilterSimpleListNoGhosts_ShouldHitEntity(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)