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 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.