L L4D2node

CTriggerTraceEnum::EnumEntity

0x005b3490 · 217 bytes · __thiscall

_ZN17CTriggerTraceEnum10EnumEntityEP13IHandleEntity

Decompiled

undefined (2 params)

/* CTriggerTraceEnum::EnumEntity(IHandleEntity*) */

undefined4 __thiscall CTriggerTraceEnum::EnumEntity(CTriggerTraceEnum *this,IHandleEntity *param_1)

{
  uint uVar1;
  int *piVar2;
  uint *puVar3;
  int iVar4;
  CTakeDamageInfo *pCVar5;
  undefined1 local_70 [44];
  float local_44;
  
  pCVar5 = (CTakeDamageInfo *)0x0;
  puVar3 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  uVar1 = *puVar3;
  if (((uVar1 != 0xffffffff) &&
      (iVar4 = (uVar1 & 0xfff) * 0x10, *(uint *)(gEntList + iVar4 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(gEntList + iVar4 + 4), piVar2 != (int *)0x0)) {
    pCVar5 = (CTakeDamageInfo *)(**(code **)(*piVar2 + 0x18))(piVar2);
  }
  if ((pCVar5[0x1b6] == (CTakeDamageInfo)0x0) || ((*(ushort *)(pCVar5 + 0x1b4) & 4) != 0)) {
    (**(code **)(*enginetrace + 0xc))
              (enginetrace,*(undefined4 *)(this + 0x14),*(undefined4 *)(this + 0x10),param_1,
               local_70);
    if (local_44 < 1.0) {
      CBaseEntity::DispatchTraceAttack(pCVar5,(Vector *)(this + 0x18),(CGameTrace *)(this + 4));
      ApplyMultiDamage();
    }
  }
  return 1;
}

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)