L L4D2node

CBaseEntity::GetTracerAttachment

0x0040f170 · 31 bytes · __cdecl

_ZN11CBaseEntity19GetTracerAttachmentEv

Decompiled

undefined (0 params)

/* CBaseEntity::GetTracerAttachment() */

uint CBaseEntity::GetTracerAttachment(void)

{
  char cVar1;
  
  cVar1 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
  return -(uint)(cVar1 == '\0') | 1;
}

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)