L L4D2node

CPointCommentaryNode::TestCollision

0x0064c060 · 37 bytes · __thiscall

_ZN20CPointCommentaryNode13TestCollisionERK5Ray_tjR10CGameTrace

Decompiled

undefined (4 params)

/* CPointCommentaryNode::TestCollision(Ray_t const&, unsigned int, CGameTrace&) */

undefined4 __thiscall
CPointCommentaryNode::TestCollision
          (CPointCommentaryNode *this,Ray_t *param_1,uint param_2,CGameTrace *param_3)

{
  undefined4 uVar1;
  
  if ((g_bTracingVsCommentaryNodes != '\0') && (this[0x1449] == (CPointCommentaryNode)0x0)) {
    uVar1 = CBaseAnimating::TestCollision((CBaseAnimating *)this,param_1,param_2,param_3);
    return uVar1;
  }
  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)