L L4D2node

CEngineTraceServer::GetWorldCollideable

0x001587f0 · 38 bytes · __cdecl

_ZN18CEngineTraceServer19GetWorldCollideableEv

Decompiled

undefined (0 params)

/* CEngineTraceServer::GetWorldCollideable() */

undefined4 CEngineTraceServer::GetWorldCollideable(void)

{
  undefined4 uVar1;
  int *piStack00000004;
  
  if (((DAT_003b8174 != (byte *)0x0) && ((*DAT_003b8174 & 4) != 0)) &&
     (piStack00000004 = *(int **)(DAT_003b8174 + 0xc), piStack00000004 != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x00158811. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(*piStack00000004 + 0x10))();
    return uVar1;
  }
  return 0;
}

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)