VecCheckToss
0x006e1dc0 · 168 bytes · __cdecl
_Z12VecCheckTossP11CBaseEntity6VectorS1_ffbPS1_S2_
Decompiled
undefined (8 params)
/* VecCheckToss(CBaseEntity*, Vector, Vector, float, float, bool, Vector*, Vector*) */
undefined4
VecCheckToss(undefined4 param_1,IHandleEntity *param_2,undefined4 param_3,undefined4 param_4,
undefined4 param_5,undefined4 param_6,undefined4 param_7,undefined4 param_8,
undefined4 param_9,undefined4 param_10,undefined1 param_11,undefined4 param_12,
undefined4 param_13)
{
CTraceFilterSimple local_2c [28];
CTraceFilterSimple::CTraceFilterSimple(local_2c,param_2,0,(_func_bool_IHandleEntity_ptr_int *)0x0)
;
VecCheckToss(param_1,param_2,local_2c,param_3,param_4,param_5,param_6,param_7,param_8,param_9,
param_10,param_11,param_12,param_13);
return param_1;
}
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.