L L4D2node

EndTrace

0x00119170 · 98 bytes · __cdecl

_Z8EndTraceRP11TraceInfo_t

Decompiled

undefined (1 param)

/* EndTrace(TraceInfo_t*&) */

void EndTrace(TraceInfo_t **param_1)

{
  TraceInfo_t *pTVar1;
  undefined4 uVar2;
  int iVar3;
  char cVar4;
  int iVar5;
  
  *(int *)(*param_1 + 0x11c) = *(int *)(*param_1 + 0x11c) + -1;
  pTVar1 = *param_1;
  do {
    iVar3 = DAT_003942e4;
    uVar2 = g_TraceInfoPool;
    iVar5 = DAT_003942e4 + 0x10001;
    *(undefined4 *)(pTVar1 + -8) = g_TraceInfoPool;
    cVar4 = ThreadInterlockedAssignIf64(&g_TraceInfoPool,pTVar1 + -8,iVar5,uVar2,iVar3);
  } while (cVar4 == '\0');
  *param_1 = (TraceInfo_t *)0x0;
  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)