L L4D2node

CTraceFilterTongue::ShouldHitEntity

0x008480d0 · 185 bytes · __thiscall

_ZN18CTraceFilterTongue15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

bool __thiscall
CTraceFilterTongue::ShouldHitEntity(CTraceFilterTongue *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  char cVar2;
  int iVar3;
  CBaseEntity *this_00;
  
  cVar1 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
    if (cVar1 != '\0') {
      return false;
    }
    if (param_1 != (IHandleEntity *)0x0) {
      cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
      if (cVar1 != '\0') {
        cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
        this_00 = (CBaseEntity *)0x0;
        if (cVar2 != '\0') {
          this_00 = (CBaseEntity *)param_1;
        }
        iVar3 = CBaseEntity::GetTeamNumber(this_00);
        if ((iVar3 == 3) && (iVar3 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar3 == 8)) {
          return (bool)cVar1;
        }
      }
      iVar3 = (**(code **)(*(int *)param_1 + 0x144))(param_1);
      return iVar3 == 0;
    }
  }
  return false;
}

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)