L L4D2node

CWaterTraceFilter::ShouldHitEntity

0x00b2ffe0 · 73 bytes · __cdecl

_ZN17CWaterTraceFilter15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (2 params)

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

uint CWaterTraceFilter::ShouldHitEntity(IHandleEntity *param_1,int param_2)

{
  uint uVar1;
  
  uVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_2);
  if ((char)uVar1 == '\0') {
    if (param_2 != 0) {
      uVar1 = (**(code **)(*(int *)(param_2 + 0x194) + 0x30))(param_2 + 0x194);
      uVar1 = uVar1 >> 5 & 1;
    }
    return uVar1;
  }
  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)