L L4D2node

ZombieBotCollisionTraceFilter::ShouldHitEntity

0x00a570d0 · 159 bytes · __thiscall

_ZN29ZombieBotCollisionTraceFilter15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

/* ZombieBotCollisionTraceFilter::ShouldHitEntity(IHandleEntity*, int) */

undefined4 __thiscall
ZombieBotCollisionTraceFilter::ShouldHitEntity
          (ZombieBotCollisionTraceFilter *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  
  uVar2 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  if (((((char)uVar2 != '\0') &&
       (cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1), cVar1 == '\0')) &&
      (param_1 != (IHandleEntity *)0x0)) &&
     (((cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0' &&
       ((cVar1 = (**(code **)(*(int *)param_1 + 0x558))(param_1), cVar1 != '\0' ||
        (iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar3 == 3)))) ||
      ((iVar3 = (**(code **)(*(int *)param_1 + 0x148))(param_1), iVar3 != 0 &&
       (iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar3 == 3)))))) {
    return 0;
  }
  return uVar2;
}

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)