CEngineTrace::SetupLeafAndEntityListRay
0x001591f0 · 61 bytes · __thiscall
_ZN12CEngineTrace25SetupLeafAndEntityListRayERK5Ray_tP14ITraceListData
Decompiled
undefined (3 params)
/* CEngineTrace::SetupLeafAndEntityListRay(Ray_t const&, ITraceListData*) */
void __thiscall
CEngineTrace::SetupLeafAndEntityListRay(CEngineTrace *this,Ray_t *param_1,ITraceListData *param_2)
{
Vector local_34 [12];
Vector local_28 [24];
ComputeRayBounds(param_1,local_34,local_28);
(**(code **)(*(int *)this + 0x1c))(this,local_34,local_28,param_2);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.