UTIL_TraceLineFilterEntity
0x00580880 · 350 bytes · __cdecl
_Z26UTIL_TraceLineFilterEntityP11CBaseEntityRK6VectorS3_jiP10CGameTrace
Decompiled
undefined (6 params)
/* UTIL_TraceLineFilterEntity(CBaseEntity*, Vector const&, Vector const&, unsigned int, int,
CGameTrace*) */
void UTIL_TraceLineFilterEntity
(CBaseEntity *param_1,Vector *param_2,Vector *param_3,uint param_4,int param_5,
CGameTrace *param_6)
{
undefined **local_88;
CBaseEntity *local_84;
int local_80;
undefined4 local_7c;
undefined4 local_78;
CBaseEntity *local_74;
undefined1 local_70;
float local_6c;
float local_68;
float local_64;
float local_5c;
float local_58;
float local_54;
undefined4 local_4c;
undefined4 local_48;
undefined4 local_44;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_2c;
undefined1 local_28;
undefined1 local_27;
local_7c = 0;
local_88 = &PTR_ShouldHitEntity_00c54620;
local_84 = param_1;
local_80 = param_5;
local_78 = CBaseEntity::GetRootMoveParent(param_1);
local_74 = param_1;
local_70 = (**(code **)(*g_EntityCollisionHash + 0x18))(g_EntityCollisionHash,param_1);
local_6c = *(float *)param_2;
local_2c = 0;
local_68 = *(float *)(param_2 + 4);
local_28 = 1;
local_5c = *(float *)param_3 - local_6c;
local_64 = *(float *)(param_2 + 8);
local_58 = *(float *)(param_3 + 4) - local_68;
local_54 = *(float *)(param_3 + 8) - local_64;
local_34 = 0;
local_38 = 0;
local_3c = 0;
local_27 = local_58 * local_58 + local_5c * local_5c + local_54 * local_54 != 0.0;
local_44 = 0;
local_48 = 0;
local_4c = 0;
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_6c,param_4,&local_88,param_6);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine((Vector *)param_6,(Vector *)(param_6 + 0xc),0xff,0,0,true,-1.0);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.