L L4D2node

CTerrorWeapon::OnHit

0x00570650 · 30 bytes · __thiscall

_ZN13CTerrorWeapon5OnHitER10CGameTraceRK6Vectorb

Decompiled

undefined (4 params)

/* CTerrorWeapon::OnHit(CGameTrace&, Vector const&, bool) */

undefined4 __thiscall
CTerrorWeapon::OnHit(CTerrorWeapon *this,CGameTrace *param_1,Vector *param_2,bool param_3)

{
  if (param_3) {
    OnHit((CGameTrace *)this,(Vector *)param_1,SUB41(param_2,0));
  }
  return 0;
}

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)