L L4D2node

CPhysicsGameTrace::VehicleTraceRay

0x00491c10 · 155 bytes · __thiscall

_ZN17CPhysicsGameTrace15VehicleTraceRayERK5Ray_tPvP10CGameTrace

Decompiled

undefined (4 params)

/* CPhysicsGameTrace::VehicleTraceRay(Ray_t const&, void*, CGameTrace*) */

void __thiscall
CPhysicsGameTrace::VehicleTraceRay
          (CPhysicsGameTrace *this,Ray_t *param_1,void *param_2,CGameTrace *param_3)

{
  CTraceFilterSimple local_1c [16];
  
  CTraceFilterSimple::CTraceFilterSimple(local_1c,param_2,0,(_func_bool_IHandleEntity_ptr_int *)0x0)
  ;
  (**(code **)(*enginetrace + 0x14))(enginetrace,param_1,0x200400b,local_1c,param_3);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine((Vector *)param_3,(Vector *)(param_3 + 0xc),0xff,0,0,true,-1.0);
  }
  return;
}

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)