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 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.