L L4D2node

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 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)