L L4D2node

CEngineTrace::ClipRayToBSP

0x0015a4f0 · 102 bytes · __thiscall

_ZN12CEngineTrace12ClipRayToBSPERK5Ray_tjP12ICollideableP10CGameTrace

Decompiled

undefined (5 params)

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

undefined4 __thiscall
CEngineTrace::ClipRayToBSP
          (CEngineTrace *this,Ray_t *param_1,uint param_2,ICollideable *param_3,CGameTrace *param_4)

{
  int iVar1;
  QAngle *pQVar2;
  Vector *pVVar3;
  
  iVar1 = (**(code **)(*(int *)param_3 + 0x18))(param_3);
  iVar1 = CM_InlineModelNumber(iVar1 + -1);
  iVar1 = *(int *)(iVar1 + 0x24);
  pQVar2 = (QAngle *)(**(code **)(*(int *)param_3 + 0x24))(param_3);
  pVVar3 = (Vector *)(**(code **)(*(int *)param_3 + 0x20))(param_3);
  CM_TransformedBoxTrace(param_1,iVar1,param_2,pVVar3,pQVar2,param_4);
  return 1;
}

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)