L L4D2node

CPhysicsGameTrace::VehiclePointInWater

0x004919f0 · 51 bytes · __thiscall

_ZN17CPhysicsGameTrace19VehiclePointInWaterERK6Vector

Decompiled

undefined (2 params)

/* CPhysicsGameTrace::VehiclePointInWater(Vector const&) */

bool __thiscall CPhysicsGameTrace::VehiclePointInWater(CPhysicsGameTrace *this,Vector *param_1)

{
  uint uVar1;
  
  uVar1 = (**(code **)*enginetrace)(enginetrace,param_1,0x4030,0);
  return (uVar1 & 0x4030) != 0;
}

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)