L L4D2node

UTIL_TraceEntity

0x005806b0 · 161 bytes · __cdecl

_Z16UTIL_TraceEntityP11CBaseEntityRK6VectorS3_jP10CGameTrace

Decompiled

undefined (5 params)

/* UTIL_TraceEntity(CBaseEntity*, Vector const&, Vector const&, unsigned int, CGameTrace*) */

void UTIL_TraceEntity(CBaseEntity *param_1,Vector *param_2,Vector *param_3,uint param_4,
                     CGameTrace *param_5)

{
  code *pcVar1;
  int *piVar2;
  undefined4 uVar3;
  undefined **local_28;
  CBaseEntity *local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  CBaseEntity *local_14;
  undefined1 local_10;
  
  piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x10))(param_1);
  local_20 = (**(code **)(*piVar2 + 0x38))(piVar2);
  local_24 = param_1;
  local_1c = 0;
  local_28 = &PTR_ShouldHitEntity_00c54620;
  local_18 = CBaseEntity::GetRootMoveParent(param_1);
  local_14 = param_1;
  local_10 = (**(code **)(*g_EntityCollisionHash + 0x18))(g_EntityCollisionHash,param_1);
  pcVar1 = *(code **)(*enginetrace + 0x24);
  uVar3 = (**(code **)(*piVar2 + 0x24))(piVar2);
  (*pcVar1)(enginetrace,piVar2,param_2,param_3,uVar3,param_4,&local_28,param_5);
  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)