L L4D2node

CTracePassFilter::ShouldHitEntity

0x00b300e0 · 62 bytes · __thiscall

_ZN16CTracePassFilter15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

undefined4 __thiscall
CTracePassFilter::ShouldHitEntity(CTracePassFilter *this,IHandleEntity *param_1,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = StandardFilterRules(param_1,param_2);
  if (cVar1 == '\0') {
    return 0;
  }
  uVar2 = PassServerEntityFilter(param_1,*(IHandleEntity **)(this + 4));
  return uVar2;
}

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)