L L4D2node

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 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)