L L4D2node

CM_PostStab

0x00124e20 · 100 bytes · __cdecl

_Z11CM_PostStabP11TraceInfo_t

Decompiled

undefined (1 param)

/* CM_PostStab(TraceInfo_t*) */

void CM_PostStab(TraceInfo_t *param_1)

{
  if ((*(int *)(param_1 + 0x114) != 0) && (param_1[0x8b] != (TraceInfo_t)0x0)) {
    param_1[0x8a] = (TraceInfo_t)0x1;
    *(undefined4 *)(param_1 + 0x80) = 0;
    *(undefined4 *)(param_1 + 0x8c) = 0;
    return;
  }
  param_1[0x8b] = (TraceInfo_t)0x0;
  param_1[0x8a] = (TraceInfo_t)0x0;
  *(undefined4 *)(param_1 + 0x84) = 0;
  *(undefined4 *)(param_1 + 0x80) = 0x3f800000;
  *(undefined4 *)(param_1 + 0x8c) = 0;
  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)