L L4D2node

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 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)