L L4D2node

CM_RecursiveHullCheck

0x0011cb30 · 48 bytes · __cdecl

_Z21CM_RecursiveHullCheckP11TraceInfo_tiff

Decompiled

undefined (4 params)

/* CM_RecursiveHullCheck(TraceInfo_t*, int, float, float) */

void CM_RecursiveHullCheck(TraceInfo_t *param_1,int param_2,float param_3,float param_4)

{
  if (param_1[0x100] == (TraceInfo_t)0x0) {
    CM_RecursiveHullCheckImpl<false>
              (param_1,param_2,(float)param_1,(float)(param_1 + 0xc),(Vector *)param_2,
               (Vector *)param_3);
    return;
  }
  CM_RecursiveHullCheckImpl<true>
            (param_1,param_2,(float)param_1,(float)(param_1 + 0xc),(Vector *)param_2,
             (Vector *)param_3);
  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)