L L4D2node

PushTraceVisits

0x001190b0 · 165 bytes · __cdecl

_Z15PushTraceVisitsP11TraceInfo_t

Decompiled

undefined (1 param)

/* PushTraceVisits(TraceInfo_t*) */

void PushTraceVisits(TraceInfo_t *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(param_1 + 0x11c) + 1;
  *(int *)(param_1 + 0x11c) = iVar1;
  iVar2 = *(int *)(param_1 + iVar1 * 4 + 0x120) + 1;
  if (iVar2 != 0) {
    *(int *)(param_1 + iVar1 * 4 + 0x120) = iVar2;
    return;
  }
  iVar2 = iVar1 * 0x14;
  *(int *)(param_1 + iVar1 * 4 + 0x120) = *(int *)(param_1 + iVar1 * 4 + 0x120) + 2;
  memset(*(void **)(param_1 + iVar2 + 0x128),0,*(int *)(param_1 + iVar2 + 0x134) * 4);
  memset(*(void **)(param_1 + iVar2 + 0x150),0,*(int *)(param_1 + iVar2 + 0x150 + 0xc) * 4);
  return;
}

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)