L L4D2node

CBaseEntity::MakeTracer

0x0040f090 · 202 bytes · __thiscall

_ZN11CBaseEntity10MakeTracerERK6VectorRK10CGameTracei

Decompiled

undefined (4 params)

/* CBaseEntity::MakeTracer(Vector const&, CGameTrace const&, int) */

void __thiscall
CBaseEntity::MakeTracer(CBaseEntity *this,Vector *param_1,CGameTrace *param_2,int param_3)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  bool bVar4;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  pcVar1 = (char *)(**(code **)(*(int *)this + 0x60))(this);
  local_28 = *(undefined4 *)param_1;
  local_24 = *(undefined4 *)(param_1 + 4);
  local_20 = *(undefined4 *)(param_1 + 8);
  iVar2 = (**(code **)(*(int *)this + 0x1e8))(this);
  if (param_3 == 1) {
    if (*(int *)(this + 0x30) == 0) {
      iVar3 = 0;
    }
    else {
      iVar3 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    bVar4 = false;
  }
  else {
    if (param_3 != 4) {
      return;
    }
    if (*(int *)(this + 0x30) == 0) {
      iVar3 = 0;
    }
    else {
      iVar3 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    bVar4 = true;
  }
  UTIL_Tracer((Vector *)&local_28,(Vector *)(param_2 + 0xc),iVar3,iVar2,0.0,bVar4,pcVar1,0);
  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)