CGameRules::WeaponTraceEntity
0x0045ee70 · 49 bytes · __thiscall
_ZN10CGameRules17WeaponTraceEntityEP11CBaseEntityRK6VectorS4_jP10CGameTrace
Decompiled
undefined (6 params)
/* CGameRules::WeaponTraceEntity(CBaseEntity*, Vector const&, Vector const&, unsigned int,
CGameTrace*) */
longdouble __thiscall
CGameRules::WeaponTraceEntity
(CGameRules *this,CBaseEntity *param_1,Vector *param_2,Vector *param_3,uint param_4,
CGameTrace *param_5)
{
UTIL_TraceEntity(param_1,param_2,param_3,param_4,param_5);
return (longdouble)1;
}
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.