L L4D2node

CEngineTrace::EnumerateEntities

0x00158a70 · 98 bytes · __thiscall

_ZN12CEngineTrace17EnumerateEntitiesERK6VectorS2_P17IEntityEnumerator

Decompiled

undefined (4 params)

/* CEngineTrace::EnumerateEntities(Vector const&, Vector const&, IEntityEnumerator*) */

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

{
  code *pcVar1;
  int *piVar2;
  undefined4 uVar3;
  undefined **local_28;
  IEntityEnumerator *local_24;
  CEngineTrace *local_20;
  
  local_28 = &PTR_EnumElement_002af128;
  *(int *)(this + 0x14) = *(int *)(this + 0x14) + 1;
  local_20 = this;
  local_24 = param_3;
  piVar2 = (int *)SpatialPartition();
  pcVar1 = *(code **)(*piVar2 + 0x38);
  uVar3 = (**(code **)(*(int *)this + 0x6c))(this);
  (*pcVar1)(piVar2,uVar3,param_1,param_2,0,&local_28);
  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)