L L4D2node

CFuncNavConnectionBlocker::CollideWithRay

0x00718180 · 76 bytes · __thiscall

_ZN25CFuncNavConnectionBlocker14CollideWithRayER5Ray_t

Decompiled

undefined (2 params)

/* CFuncNavConnectionBlocker::CollideWithRay(Ray_t&) */

char __thiscall
CFuncNavConnectionBlocker::CollideWithRay(CFuncNavConnectionBlocker *this,Ray_t *param_1)

{
  undefined1 local_60 [44];
  float local_34;
  char local_29;
  
  (**(code **)(*enginetrace + 0xc))(enginetrace,param_1,0xffffffff,this,local_60);
  if (local_29 == '\0') {
    local_29 = local_34 != 1.0;
  }
  return local_29;
}

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)