L L4D2node

CStaticPropMgr::TraceRayAgainstStaticProp

0x001e47a0 · 7 bytes · __thiscall

_ZThn8_N14CStaticPropMgr25TraceRayAgainstStaticPropERK5Ray_tiR10CGameTrace

Decompiled

undefined (4 params)

/* non-virtual thunk to CStaticPropMgr::TraceRayAgainstStaticProp(Ray_t const&, int, CGameTrace&) */

void __thiscall
CStaticPropMgr::TraceRayAgainstStaticProp
          (CStaticPropMgr *this,Ray_t *param_1,int param_2,CGameTrace *param_3)

{
  TraceRayAgainstStaticProp((Ray_t *)(this + -8),(int)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)