L L4D2node

CTraceFilterValidForDecal::ShouldHitEntity

0x00b63810 · 144 bytes · __thiscall

_ZN25CTraceFilterValidForDecal15ShouldHitEntityEP13IHandleEntityi

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  char *pcVar2;
  undefined4 uVar3;
  int iVar4;
  CBaseEntity *this_00;
  
  cVar1 = (**(code **)(*staticpropmgr + 8))(staticpropmgr,param_1);
  this_00 = (CBaseEntity *)0x0;
  if (cVar1 == '\0') {
    this_00 = (CBaseEntity *)param_1;
  }
  if ((((byte)this_00[0xd4] & 0x20) == 0) &&
     (ShouldHitEntity(IHandleEntity*,int)::ppszIgnoredClasses != *(undefined **)(this_00 + 0x7c))) {
    iVar4 = 0;
    pcVar2 = ShouldHitEntity(IHandleEntity*,int)::ppszIgnoredClasses;
    do {
      cVar1 = CBaseEntity::ClassMatchesComplex(this_00,pcVar2);
      if (cVar1 != '\0') {
        return 0;
      }
      iVar4 = iVar4 + 1;
      if (iVar4 == 7) {
        uVar3 = CTraceFilterSimple::ShouldHitEntity((CTraceFilterSimple *)this,param_1,param_2);
        return uVar3;
      }
      pcVar2 = (&ShouldHitEntity(IHandleEntity*,int)::ppszIgnoredClasses)[iVar4];
    } while (pcVar2 != *(char **)(this_00 + 0x7c));
  }
  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)