CTraceFilterPhysics::ShouldHitEntity
0x0088b640 · 86 bytes · __cdecl
_ZN19CTraceFilterPhysics15ShouldHitEntityEP13IHandleEntityi
Decompiled
undefined (2 params)
/* CTraceFilterPhysics::ShouldHitEntity(IHandleEntity*, int) */
bool CTraceFilterPhysics::ShouldHitEntity(IHandleEntity *param_1,int param_2)
{
char cVar1;
int iVar2;
bool bVar3;
cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_2);
if (cVar1 == '\0') {
bVar3 = false;
if (param_2 != 0) {
iVar2 = __dynamic_cast(param_2,&CBaseEntity::typeinfo,&CPhysicsProp::typeinfo,0);
bVar3 = iVar2 != 0;
}
return bVar3;
}
return false;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.