L L4D2node

CTerrorGameMovement::UnlockTraceFilter

0x004f8010 · 21 bytes · __thiscall

_ZN19CTerrorGameMovement17UnlockTraceFilterERP12ITraceFilter

Decompiled

undefined (2 params)

/* CTerrorGameMovement::UnlockTraceFilter(ITraceFilter*&) */

void __thiscall
CTerrorGameMovement::UnlockTraceFilter(CTerrorGameMovement *this,ITraceFilter **param_1)

{
  s_nTraceFilterCount = s_nTraceFilterCount + -1;
  *param_1 = (ITraceFilter *)0x0;
  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)