L L4D2node

CStaticProp::TestCollision

0x001e4190 · 7 bytes · __thiscall

_ZThn8_N11CStaticProp13TestCollisionERK5Ray_tjR10CGameTrace

Decompiled

undefined (4 params)

/* non-virtual thunk to CStaticProp::TestCollision(Ray_t const&, unsigned int, CGameTrace&) */

void __thiscall
CStaticProp::TestCollision(CStaticProp *this,Ray_t *param_1,uint param_2,CGameTrace *param_3)

{
  TestCollision((Ray_t *)(this + -8),(uint)param_1,(CGameTrace *)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)