L L4D2node

TraceFilterIgnoreInfected::ShouldHitEntity

0x00a63f70 · 82 bytes · __thiscall

_ZN25TraceFilterIgnoreInfected15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

bool __thiscall
TraceFilterIgnoreInfected::ShouldHitEntity
          (TraceFilterIgnoreInfected *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  IHandleEntity *pIVar3;
  bool bVar4;
  
  cVar1 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
  bVar4 = false;
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
    pIVar3 = (IHandleEntity *)0x0;
    if (cVar1 == '\0') {
      pIVar3 = param_1;
    }
    iVar2 = (**(code **)(*(int *)pIVar3 + 0x14c))(pIVar3);
    bVar4 = iVar2 == 0;
  }
  return bVar4;
}

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)