CM_ClearTrace
0x0011b060 · 47 bytes · __cdecl
_Z13CM_ClearTraceP10CGameTrace
Decompiled
undefined (1 param)
/* CM_ClearTrace(CGameTrace*) */
void CM_ClearTrace(CGameTrace *param_1)
{
undefined4 uVar1;
int iVar2;
CGameTrace *pCVar3;
pCVar3 = param_1;
for (iVar2 = 0x15; iVar2 != 0; iVar2 = iVar2 + -1) {
*(undefined4 *)pCVar3 = 0;
pCVar3 = pCVar3 + 4;
}
*(undefined4 *)(param_1 + 0x2c) = 0x3f800000;
uVar1 = DAT_00340c94;
*(undefined **)(param_1 + 0x3c) = CCollisionBSPData::nullsurface;
*(undefined4 *)(param_1 + 0x40) = uVar1;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.