L L4D2node

BoomerFilter::IsAllowed

0x0091beb0 · 117 bytes · __thiscall

_ZNK12BoomerFilter9IsAllowedEP11CBaseEntity

Decompiled

undefined (2 params)

/* BoomerFilter::IsAllowed(CBaseEntity*) const */

bool __thiscall BoomerFilter::IsAllowed(BoomerFilter *this,CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  CBaseEntity *this_00;
  bool bVar3;
  
  if (param_1 != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
      if (cVar1 != '\0') {
        cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
        this_00 = (CBaseEntity *)0x0;
        if (cVar1 != '\0') {
          this_00 = param_1;
        }
        iVar2 = CBaseEntity::GetTeamNumber(this_00);
        if (iVar2 == 3) {
          iVar2 = (**(code **)(*(int *)this_00 + 0x544))(this_00);
          bVar3 = iVar2 == 2;
        }
        else {
          bVar3 = false;
        }
        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)