CTerrorGameRules::WeaponTraceEntity
0x00503870 · 408 bytes · __thiscall
_ZN16CTerrorGameRules17WeaponTraceEntityEP11CBaseEntityRK6VectorS4_jP10CGameTrace
Decompiled
undefined (6 params)
/* CTerrorGameRules::WeaponTraceEntity(CBaseEntity*, Vector const&, Vector const&, unsigned int,
CGameTrace*) */
longdouble __thiscall
CTerrorGameRules::WeaponTraceEntity
(CTerrorGameRules *this,CBaseEntity *param_1,Vector *param_2,Vector *param_3,uint param_4,
CGameTrace *param_5)
{
int iVar1;
uint uVar2;
undefined **local_34 [4];
bool local_24;
undefined4 local_20;
uVar2 = (**(code **)(*(int *)param_1 + 0x228))(param_1);
if ((uVar2 & 8) == 0) {
uVar2 = (**(code **)(*(int *)param_1 + 0x228))(param_1);
if ((uVar2 & 0x40) == 0) {
uVar2 = (**(code **)(*(int *)param_1 + 0x228))(param_1);
if ((uVar2 & 0x10000000) == 0) {
uVar2 = (**(code **)(*(int *)param_1 + 0x228))(param_1);
if ((uVar2 & 0x400) == 0) {
UTIL_TraceEntity(param_1,param_2,param_3,param_4,param_5);
return (longdouble)1;
}
CTraceFilterSimple::CTraceFilterSimple
((CTraceFilterSimple *)local_34,(IHandleEntity *)param_1,*(int *)(param_1 + 0x234)
,(_func_bool_IHandleEntity_ptr_int *)0x0);
local_20 = 3;
}
else {
CTraceFilterSimple::CTraceFilterSimple
((CTraceFilterSimple *)local_34,(IHandleEntity *)param_1,*(int *)(param_1 + 0x234)
,(_func_bool_IHandleEntity_ptr_int *)0x0);
local_20 = 2;
}
}
else {
CTraceFilterSimple::CTraceFilterSimple
((CTraceFilterSimple *)local_34,(IHandleEntity *)param_1,*(int *)(param_1 + 0x234),
(_func_bool_IHandleEntity_ptr_int *)0x0);
local_20 = 0xffffffff;
}
local_24 = false;
}
else {
iVar1 = *(int *)(ZombieTanksBlockMolotovs._28_4_ + 0x30);
CTraceFilterSimple::CTraceFilterSimple
((CTraceFilterSimple *)local_34,(IHandleEntity *)param_1,*(int *)(param_1 + 0x234),
(_func_bool_IHandleEntity_ptr_int *)0x0);
local_20 = 0xffffffff;
local_24 = iVar1 != 0;
}
local_34[0] = &PTR_ShouldHitEntity_00c2afc8;
UTIL_TraceEntity(param_1,param_2,param_3,param_4,(ITraceFilter *)local_34,param_5);
return (longdouble)1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.