L L4D2node

CGameMovement::LockTraceFilter

0x004517e0 · 245 bytes · __thiscall

_ZN13CGameMovement15LockTraceFilterEi

Decompiled

undefined (2 params)

/* CGameMovement::LockTraceFilter(int) */

undefined1 * __thiscall CGameMovement::LockTraceFilter(CGameMovement *this,int param_1)

{
  undefined1 *puVar1;
  uint uVar2;
  undefined4 uVar3;
  undefined *puVar4;
  int iVar5;
  
  if (s_nTraceFilterCount < 8) {
    uVar3 = 0;
    iVar5 = s_nTraceFilterCount * 0x14;
    puVar1 = s_TraceFilter + iVar5;
    uVar2 = *(uint *)(*(int *)(this + 8) + 4);
    if (((uVar2 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) {
      uVar3 = *(undefined4 *)(puVar4 + 4);
    }
    s_nTraceFilterCount = s_nTraceFilterCount + 1;
    (**(code **)(*(int *)(s_TraceFilter + iVar5) + 8))(puVar1,uVar3);
    uVar3 = 0;
    uVar2 = *(uint *)(*(int *)(this + 4) + 0x2338);
    if (((uVar2 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) {
      uVar3 = *(undefined4 *)(puVar4 + 4);
    }
    (**(code **)(*(int *)(s_TraceFilter + iVar5) + 0x10))(puVar1,uVar3);
    (**(code **)(*(int *)(s_TraceFilter + iVar5) + 0xc))(puVar1,param_1);
    return puVar1;
  }
  return (undefined1 *)0x0;
}

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)