L L4D2node

UTIL_TraceLine

0x0054b480 · 268 bytes · __cdecl

_Z14UTIL_TraceLineRK6VectorS1_jP12ITraceFilterP10CGameTrace

Decompiled

undefined (5 params)

/* UTIL_TraceLine(Vector const&, Vector const&, unsigned int, ITraceFilter*, CGameTrace*) */

void UTIL_TraceLine(Vector *param_1,Vector *param_2,uint param_3,ITraceFilter *param_4,
                   CGameTrace *param_5)

{
  float local_5c;
  float local_58;
  float local_54;
  float local_4c;
  float local_48;
  float local_44;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_1c;
  undefined1 local_18;
  undefined1 local_17;
  
  local_1c = 0;
  local_18 = 1;
  local_5c = *(float *)param_1;
  local_54 = *(float *)(param_1 + 8);
  local_4c = *(float *)param_2 - local_5c;
  local_58 = *(float *)(param_1 + 4);
  local_44 = *(float *)(param_2 + 8) - local_54;
  local_48 = *(float *)(param_2 + 4) - local_58;
  local_24 = 0;
  local_28 = 0;
  local_2c = 0;
  local_17 = local_44 * local_44 + local_4c * local_4c + local_48 * local_48 != 0.0;
  local_34 = 0;
  local_38 = 0;
  local_3c = 0;
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_5c,param_3,param_4,param_5);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine((Vector *)param_5,(Vector *)(param_5 + 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)