L L4D2node

CBaseVPhysicsTrigger::PassesTriggerFilters

0x00b155d0 · 464 bytes · __thiscall

_ZN20CBaseVPhysicsTrigger20PassesTriggerFiltersEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBaseVPhysicsTrigger::PassesTriggerFilters(CBaseEntity*) */

undefined4 __thiscall
CBaseVPhysicsTrigger::PassesTriggerFilters(CBaseVPhysicsTrigger *this,CBaseEntity *param_1)

{
  byte bVar1;
  char cVar2;
  undefined4 uVar3;
  uint uVar4;
  int *piVar5;
  undefined *puVar6;
  
  if ((param_1[0x186] != (CBaseEntity)0x6) &&
     (uVar3 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), (char)uVar3 == '\0')) {
    return uVar3;
  }
  uVar4 = *(uint *)(this + 0x148);
  if ((((uVar4 & 0x40) == 0) && (((uVar4 & 1) == 0 || (((byte)param_1[0x150] & 0x80) == 0)))) &&
     (((uVar4 & 2) == 0 || (((byte)param_1[0x151] & 0x20) == 0)))) {
    if ((uVar4 & 4) != 0) {
      if ((*(char **)(param_1 + 0x7c) == "func_pushable") ||
         (cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"func_pushable"), cVar2 != '\0'))
      goto LAB_00b1560e;
      uVar4 = *(uint *)(this + 0x148);
    }
    if ((uVar4 & 8) == 0) {
      return 0;
    }
    if (param_1[0x186] != (CBaseEntity)0x6) {
      return 0;
    }
  }
LAB_00b1560e:
  bVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  uVar4 = *(uint *)(this + 0x148);
  if ((uVar4 & 0x10) == 0) {
    if ((uVar4 & 0x20) == 0) {
      if ((uVar4 & 0x200) == 0) goto LAB_00b15648;
    }
    else {
      if (bVar1 == 0) goto LAB_00b15648;
LAB_00b1571d:
      cVar2 = (**(code **)(*(int *)param_1 + 0x4fc))(param_1);
      if (cVar2 == '\0') {
        return 0;
      }
      bVar1 = (byte)this[0x149] & 2;
    }
    if (bVar1 == 0) goto LAB_00b15648;
  }
  else {
    if (bVar1 == 0) {
      piVar5 = (int *)CBaseEntity::MyNPCPointer();
      if (piVar5 == (int *)0x0) {
        return 0;
      }
      cVar2 = (**(code **)(*piVar5 + 0x6e8))(piVar5,0);
      if (cVar2 == '\0') {
        return 0;
      }
      goto LAB_00b15648;
    }
    if ((uVar4 & 0x20) != 0) goto LAB_00b1571d;
    if ((uVar4 & 0x200) == 0) goto LAB_00b15648;
  }
  cVar2 = (**(code **)(*(int *)param_1 + 0x4fc))(param_1);
  if (cVar2 != '\0') {
    return 0;
  }
LAB_00b15648:
  uVar4 = *(uint *)(this + 0x448);
  if ((((uVar4 != 0xffffffff) &&
       (puVar6 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar6 + 8) == uVar4 >> 0xc)) &&
     (*(CBaseFilter **)(puVar6 + 4) != (CBaseFilter *)0x0)) {
    uVar3 = CBaseFilter::PassesFilter(*(CBaseFilter **)(puVar6 + 4),(CBaseEntity *)this,param_1);
    return uVar3;
  }
  return 1;
}

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)