CBoneFollower::TraceAttack
0x00785ab0 · 130 bytes · __thiscall
_ZN13CBoneFollower11TraceAttackERK15CTakeDamageInfoRK6VectorP10CGameTrace
Decompiled
undefined (4 params)
/* CBoneFollower::TraceAttack(CTakeDamageInfo const&, Vector const&, CGameTrace*) */
void __thiscall
CBoneFollower::TraceAttack
(CBoneFollower *this,CTakeDamageInfo *param_1,Vector *param_2,CGameTrace *param_3)
{
uint uVar1;
undefined *puVar2;
uVar1 = *(uint *)(this + 0x220);
if ((((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
(*(CTakeDamageInfo **)(puVar2 + 4) != (CTakeDamageInfo *)0x0)) {
CBaseEntity::DispatchTraceAttack
(*(CTakeDamageInfo **)(puVar2 + 4),(Vector *)param_1,(CGameTrace *)param_2);
return;
}
CBaseEntity::TraceAttack((CBaseEntity *)this,param_1,param_2,param_3);
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.