L L4D2node

WitchAttack::IsValidEnemy

0x00a3c560 · 72 bytes · __cdecl

_ZN11WitchAttack12IsValidEnemyEP11CBaseEntity

Decompiled

undefined (1 param)

/* WitchAttack::IsValidEnemy(CBaseEntity*) */

bool WitchAttack::IsValidEnemy(CBaseEntity *param_1)

{
  char cVar1;
  int iVar2;
  
  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') {
        iVar2 = CBaseEntity::GetTeamNumber(param_1);
        return iVar2 == 2;
      }
    }
  }
  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)