L L4D2node

CBaseEntity::TraceAttack

0x0040f4d0 · 285 bytes · __thiscall

_ZN11CBaseEntity11TraceAttackERK15CTakeDamageInfoRK6VectorP10CGameTrace

Decompiled

undefined (4 params)

/* CBaseEntity::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) */

void __thiscall
CBaseEntity::TraceAttack
          (CBaseEntity *this,CTakeDamageInfo *param_1,Vector *param_2,CGameTrace *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  int iVar7;
  float local_28;
  float local_24;
  float local_20;
  
  fVar1 = *(float *)param_2;
  fVar2 = *(float *)(param_2 + 4);
  fVar3 = *(float *)(param_2 + 8);
  fVar4 = *(float *)(param_3 + 0xc);
  fVar5 = *(float *)(param_3 + 0x10);
  fVar6 = *(float *)(param_3 + 0x14);
  if (this[0x105] != (CBaseEntity)0x0) {
    AddMultiDamage(param_1,this);
    iVar7 = (**(code **)(*(int *)this + 0x138))(this);
    if (iVar7 != -1) {
      local_28 = fVar4 - fVar1 * 4.0;
      local_24 = fVar5 - fVar2 * 4.0;
      local_20 = fVar6 - fVar3 * 4.0;
      UTIL_BloodDrips((Vector *)&local_28,param_2,iVar7,(int)*(float *)(param_1 + 0x3c));
      TraceBleed(this,*(float *)(param_1 + 0x3c),param_2,param_3,*(int *)(param_1 + 0x48));
      return;
    }
  }
  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)