L L4D2node

CEngineTraceServer::HandleEntityToCollideable

0x00159070 · 124 bytes · __thiscall

_ZN18CEngineTraceServer25HandleEntityToCollideableEP13IHandleEntityPP12ICollideablePPKc

Decompiled

undefined (4 params)

/* CEngineTraceServer::HandleEntityToCollideable(IHandleEntity*, ICollideable**, char const**) */

void __thiscall
CEngineTraceServer::HandleEntityToCollideable
          (CEngineTraceServer *this,IHandleEntity *param_1,ICollideable **param_2,char **param_3)

{
  int *piVar1;
  ICollideable *pIVar2;
  int iVar3;
  char *pcVar4;
  
  piVar1 = (int *)StaticPropMgr();
  pIVar2 = (ICollideable *)(**(code **)(*piVar1 + 0x20))(piVar1,param_1);
  *param_2 = pIVar2;
  if (pIVar2 == (ICollideable *)0x0) {
    if (param_1 != (IHandleEntity *)0x0) {
      iVar3 = (**(code **)(*(int *)param_1 + 0x14))(param_1);
      if (iVar3 != 0) {
        pIVar2 = (ICollideable *)(**(code **)(*(int *)param_1 + 0x10))(param_1);
        *param_2 = pIVar2;
        piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x14))(param_1);
        pcVar4 = (char *)(**(code **)(*piVar1 + 0xc))(piVar1);
        *param_3 = pcVar4;
        return;
      }
    }
    *param_2 = (ICollideable *)0x0;
    *param_3 = "<null>";
  }
  else {
    *param_3 = "static prop";
  }
  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)