L L4D2node

CEngineTrace::EnumerateEntities

0x00158a00 · 103 bytes · __thiscall

_ZN12CEngineTrace17EnumerateEntitiesERK5Ray_tbP17IEntityEnumerator

Decompiled

undefined (4 params)

/* CEngineTrace::EnumerateEntities(Ray_t const&, bool, IEntityEnumerator*) */

void __thiscall
CEngineTrace::EnumerateEntities
          (CEngineTrace *this,Ray_t *param_1,bool param_2,IEntityEnumerator *param_3)

{
  int iVar1;
  int *piVar2;
  undefined **local_18;
  IEntityEnumerator *local_14;
  CEngineTrace *local_10;
  
  local_18 = &PTR_EnumElement_002af128;
  *(int *)(this + 0x14) = *(int *)(this + 0x14) + 1;
  local_10 = this;
  local_14 = param_3;
  if (param_2) {
    iVar1 = (**(code **)(*(int *)this + 0x70))(this);
  }
  else {
    iVar1 = (**(code **)(*(int *)this + 0x6c))();
  }
  if (iVar1 != 0) {
    piVar2 = (int *)SpatialPartition();
    (**(code **)(*piVar2 + 0x40))(piVar2,iVar1,param_1,0,&local_18);
  }
  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)