L L4D2node

CEngineTrace::AllocTraceListData

0x0015d050 · 320 bytes · __cdecl

_ZN12CEngineTrace18AllocTraceListDataEv

Decompiled

undefined (0 params)

/* CEngineTrace::AllocTraceListData() */

void CEngineTrace::AllocTraceListData(void)

{
  undefined4 *puVar1;
  
  puVar1 = operator_new(0x548);
  *puVar1 = &PTR_EnumElement_002af0e8;
  puVar1[2] = puVar1 + 6;
  puVar1[0x27] = puVar1 + 6;
  puVar1[0x28] = puVar1 + 0x2c;
  puVar1[0x3d] = puVar1 + 0x2c;
  puVar1[0x3e] = puVar1 + 0x42;
  puVar1[0xc3] = puVar1 + 0x42;
  puVar1[1] = &PTR__CTraceListData_002af108;
  puVar1[3] = 0x40;
  puVar1[4] = 0xffffffff;
  puVar1[5] = 0;
  puVar1[0x26] = 0;
  puVar1[0x29] = 0x20;
  puVar1[0x2a] = 0xffffffff;
  puVar1[0x2b] = 0;
  puVar1[0x3c] = 0;
  puVar1[0x3f] = 0x40;
  puVar1[0x40] = 0xffffffff;
  puVar1[0x41] = 0;
  puVar1[0xc2] = 0;
  puVar1[0xc4] = puVar1 + 200;
  puVar1[0xc5] = 0x40;
  puVar1[0xc6] = 0xffffffff;
  puVar1[199] = 0;
  puVar1[0x148] = 0;
  puVar1[0x149] = puVar1 + 200;
  puVar1[0x150] = 0;
  *(undefined1 *)(puVar1 + 0x151) = 0;
  puVar1[0x14a] = 0;
  puVar1[0x14b] = 0;
  puVar1[0x14c] = 0;
  puVar1[0x14d] = 0;
  puVar1[0x14e] = 0;
  puVar1[0x14f] = 0;
  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)