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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.