CTriggerEscape::PassesTriggerFilters
0x00b15570 · 87 bytes · __thiscall
_ZN14CTriggerEscape20PassesTriggerFiltersEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTriggerEscape::PassesTriggerFilters(CBaseEntity*) */
undefined4 __thiscall
CTriggerEscape::PassesTriggerFilters(CTriggerEscape *this,CBaseEntity *param_1)
{
char cVar1;
int iVar2;
undefined4 uVar3;
iVar2 = CBaseEntity::GetTeamNumber(param_1);
if ((iVar2 == 2) && (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') {
uVar3 = CBaseTrigger::PassesTriggerFilters((CBaseTrigger *)this,param_1);
return uVar3;
}
}
}
return 0;
}
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.