L L4D2node

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 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)