L L4D2node

CEngineTrace::ClipRayToEntity

0x001587a0 · 75 bytes · __thiscall

_ZN12CEngineTrace15ClipRayToEntityERK5Ray_tjP13IHandleEntityP10CGameTrace

Decompiled

undefined (5 params)

/* CEngineTrace::ClipRayToEntity(Ray_t const&, unsigned int, IHandleEntity*, CGameTrace*) */

void __thiscall
CEngineTrace::ClipRayToEntity
          (CEngineTrace *this,Ray_t *param_1,uint param_2,IHandleEntity *param_3,CGameTrace *param_4
          )

{
  code *UNRECOVERED_JUMPTABLE;
  
  UNRECOVERED_JUMPTABLE = *(code **)(*(int *)this + 0x10);
  (**(code **)(*(int *)this + 0x30))(this,param_3,param_4);
                    /* WARNING: Could not recover jumptable at 0x001587e9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*UNRECOVERED_JUMPTABLE)();
  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)