L L4D2node

UTIL_TraceEntity

0x00580810 · 99 bytes · __cdecl

_Z16UTIL_TraceEntityP11CBaseEntityRK6VectorS3_jP12ITraceFilterP10CGameTrace

Decompiled

undefined (6 params)

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

void UTIL_TraceEntity(CBaseEntity *param_1,Vector *param_2,Vector *param_3,uint param_4,
                     ITraceFilter *param_5,CGameTrace *param_6)

{
  code *pcVar1;
  int *piVar2;
  undefined4 uVar3;
  
  piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x10))(param_1);
  pcVar1 = *(code **)(*enginetrace + 0x24);
  uVar3 = (**(code **)(*piVar2 + 0x24))(piVar2);
  (*pcVar1)(enginetrace,piVar2,param_2,param_3,uVar3,param_4,param_5,param_6);
  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)