L L4D2node

CEngineTrace::ClipRayToCustom

0x00159db0 · 23 bytes · __cdecl

_ZN12CEngineTrace15ClipRayToCustomERK5Ray_tjP12ICollideableP10CGameTrace

Decompiled

undefined (4 params)

/* CEngineTrace::ClipRayToCustom(Ray_t const&, unsigned int, ICollideable*, CGameTrace*) */

void CEngineTrace::ClipRayToCustom
               (Ray_t *param_1,uint param_2,ICollideable *param_3,CGameTrace *param_4)

{
                    /* WARNING: Could not recover jumptable at 0x00159dc5. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_4 + 0x10))();
  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)