L L4D2node

CTerrorPlayer::MakeTracer

0x004f6b20 · 192 bytes · __thiscall

_ZN13CTerrorPlayer10MakeTracerERK6VectorRK10CGameTracei

Decompiled

undefined (4 params)

/* CTerrorPlayer::MakeTracer(Vector const&, CGameTrace const&, int) */

void __thiscall
CTerrorPlayer::MakeTracer(CTerrorPlayer *this,Vector *param_1,CGameTrace *param_2,int param_3)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x6b4))(piVar2,0);
    if (cVar1 == '\0') {
      cVar1 = (**(code **)(*piVar2 + 0x6b4))(piVar2,1);
      if (cVar1 != '\0') {
        param_3 = 6;
      }
      iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
      goto joined_r0x004f6bc7;
    }
    param_3 = 5;
  }
  iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
joined_r0x004f6bc7:
  if (iVar3 != 0) {
    piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
                    /* WARNING: Could not recover jumptable at 0x004f6b9a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar2 + 0x1e4))();
    return;
  }
  CBasePlayer::MakeTracer((CBasePlayer *)this,param_1,param_2,param_3);
  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)