L L4D2node

CBasePlayer::MakeTracer

0x004197b0 · 163 bytes · __thiscall

_ZN11CBasePlayer10MakeTracerERK6VectorRK10CGameTracei

Decompiled

undefined (4 params)

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

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

{
  uint uVar1;
  int iVar2;
  int *piVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x1d14);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
    return;
  }
  iVar2 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
  if (iVar2 != 0) {
    piVar3 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
                    /* WARNING: Could not recover jumptable at 0x00419827. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar3 + 0x1e4))();
    return;
  }
  CBaseEntity::MakeTracer((CBaseEntity *)this,param_1,param_2,param_3);
  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)