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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.