L L4D2node

CEnvWeaponfireTargetScan::operator()

0x008cda20 · 51 bytes · __thiscall

_ZN24CEnvWeaponfireTargetScanclEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* CEnvWeaponfireTargetScan::TEMPNAMEPLACEHOLDERVALUE(CBaseCombatCharacter*) */

bool __thiscall
CEnvWeaponfireTargetScan::operator()(CEnvWeaponfireTargetScan *this,CBaseCombatCharacter *param_1)

{
  char cVar1;
  
  cVar1 = CEnvWeaponfire::IsValidTarget(*(CEnvWeaponfire **)this,(CBaseEntity *)param_1);
  if (cVar1 != '\0') {
    *(CBaseCombatCharacter **)(this + 4) = param_1;
  }
  return cVar1 == '\0';
}

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)